ThreeDawg
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Voice of the Wastes
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Post by ThreeDawg on Dec 10, 2012 12:28:53 GMT -5
A Summary on the Provinces of Tamriel.
Tamriel, "Dawns's Beauty" in ancient Aldmeris, is what you and I know as home. It is our landmass, our continent, on Nirn. It may not be the only one (such things will be covered in a later book in this series) but it is the seat of civilization as we know it. In times past, namely the turbulent Second Era, Tamriel was a war-torn place of feuding kings and barons that vied for control of meagre plots of land. However, the great Tiber Septim forged an empire that eventually encompassed every section of Tamriel, from the ash-wastes of Vvardenfell to the mighty Alik'r desert. Thus began the Third Era. In this book, I shall describe to you the unique geographical, cultural and historical aspects of the many 'provinces' this empire was divided into. Beginning with:
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ThreeDawg
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Voice of the Wastes
Posts: 1,219 Likes: 33
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Post by ThreeDawg on May 15, 2019 8:03:36 GMT -5
Cyrodiil Dominant Faction: The Cyrodilic Empire. It seemed right for the first province in this book to be the great seat of Empires. Cyrodiil is drenched in history, and a lot of blood too. It's history stretches back to the Daedra worshiping Ayleid Mer who grasped control of the region from the indigenous Beast-folk. These Ayleids formed a mighty kingdom, incidentally the last nation of Mer to rule over Cyrodiil. The Ayleids, an offshoot of the Aldmeri race that had settled ancient Tamriel, saw the Nedic humans, and the Betmeri (Aldmeri for 'Beast Folk') natives, as being lesser beings than themselves. However the Nedic peoples were considered easier to subdue than, for example, the Khajiit of Elsweyr. So it came to be that in Cyrodiil (and by coincidence, by the Direnni Mer of High Rock) that the Nedic peoples became slaves to Ayleid masters. It was due to this hubris that the Nedic peoples were lesser and thus unable to defend themselves against their Mer owners, that leads to the Alessian Rebellion. Alessia, her Nordic allies (who were fresh from genocidal warfare against the Falmer) and rebel Ayleid lords eventually took the White-Gold Tower, the grand citadel at the heart of the Imperial City which was built by the Aldmer for unknown reasons, and sealed the fate of the Ayleid peoples by killing a vast majority of their kings and forming the Alessian Empire. The Alessian Empire worked tirelessly over the years to hunt and exterminate the Ayleid kings throughout Cyrodiil, eventually reducing the race to a scarce number of tribes (some of which are still rumoured to exist today) scattered and routing across Cyrodiil. Some Ayleids reportedly fled to Valenwood, where they intermingled and interbred with the Bosmeri tribes. So it came to be that Cyrodiil passed into the hands of Man, the 'Imperials' as we know them today. Cyrodiil has seen many wars since these times, including the unsuccessful Akaviri invasion which saw the inclusion of Akavari culture into the Empire. It has also seen the fall and rise of four Empires, resulting in the current Mede dynasty Empire, and many wars of succession along the way. It was during the Septim dynasty (created by the revered Tiber Septim) that the Cryodiilic Empire conquered all of Tamriel, creating the provinces described in this book. Cyrodiil was one of the provinces hardest hit by both the Oblivion Crisis and the Umbriel Crisis, as both apparently targeted the Imperial City and, more specifically, White Gold Tower. However the most important war of late was the Great War between the Empire and the Aldmeri Dominion. It was during this war that the Imperial City itself was sacked, the first time since the First Era that the city was under the exclusive rule of Mer. The Imperial City was soon recaptured, during the Battle of Red Ring, by Imperial legions reinforced with Nordic troops. It was this battle that led to the signing of the White Gold Concordat and the secession of Hammerfell from the Empire. Geography: Cyrodiil has more to it than history, though. The grand beauty of this province is exemplified in its vast woodlands, dotted with mysterious Ayleid ruins made of impressive white stone and curved architecture. The woodlands are most abundant west of the Nibenay Valley (the location of Lake Rumare, upon which the Imperial City stands) where they stretch down the Gold Coast towards Hammerfell and touch on the northern borders with the Aldmeri Dominion's Valenwood and the Khajiiti kingdom of Anequina (modern day Elsweyr). The woodlands also turn north, touching the snow-capped Jerrel Mountains (the natural border with Skyrim) before looping around to the east with a sparse covering over the Velus mountains towards Morrowind, before finishing their expansive loop at the Blackwood border with Black Marsh (now the state of Argonia). Other than the woodlands is the West Weald, famous for its wines. It is amongst this diverse geography that the Imperials show their subdivisions, the Colovians of the western wooded highlands and the Nibenese of the valleys. Locations:{ 1: The Imperial Heartlands: Lake Rumare} The Imperial Heartlands is the name given to the region of low-lying forests around Lake Rumare and the islands within it, including City Isle. As the name implies, the seat of the Cyrodilic Empire and the majority of Imperial influence can be found in the Imperial Heartlands. The Imperial City:- Green Emperor Way: The central district of the Imperial City, Green Emperor Way, contains the Imperial Palace and the White Gold Tower it surrounds along with the mausoleums of the city’s brightest and greatest. The Order of the Dragon, elite guards of the Emperor and the Elder Council, maintain order and security in the district. Elder Scrolls that had been translated used to be stored in the palace here, but the entire library suddenly vanished after the Great War and the Scrolls have been scattered across Tamriel.
- Market District: The Northeastern district of the Imperial City, the Market District, is the beating economic heart of the Empire. The finest clothing, jewelry, arms and armour can be found in the many shops and markets of the district. Taverns, hotels and houses mix throughout the streets.
- Arena District: The Eastern district of the Imperial City is reserved for sports and blood games, the Arena District. Home to the famous Imperial City Arena, founded by Gaiden Shinji himself. The Arena plays host to daily bouts of combat between the resident arena teams, the Yellow Cyrods and the Nibenese Blues), individual named fighters, visiting arena teams from across Tamriel or the rare display of combat against captured beasts or monsters. Lethal combat between combatants in the Arena was outlawed following the Great War, the honour of dying on the Arena sands is now reserved for special occasions or accidents.
- The Arboretum: The Southeastern district of the Imperial City, the Arboretum, is a district given over to the Imperial Botanical Society to grow a collection of flora from across Tamriel. A menagerie was built by the Mede dynasty to house a small collection of exotic beasts from across Tamriel, with the prime displays being a Wamasu from Argonia and the ‘cultural display’ of a male Minotaur capable of speaking Cyrodilic.
- Temple District: The Southwestern district of the the Imperial City, the Temple District, is dominated by the Statue of Akatosh. The greater religious complex contains shrines to the Eight Divines, each with their own priesthood and cadre of attendants that live in apartments on the outskirts of the district. The shrine to Talos, outlawed by the White-Gold Concordat, has been repurposed into a memorial to Martin Septim, the Emperor that sacrificed himself to end the Oblivion Crisis.
- Memorial Plaza District: The Western district of the Imperial City is officially called the Memorial Plaza District, although in hushed tones the people keep alive the original name of Talos Plaza. The majority of the Imperial City’s population is housed in the Memorial Plaza, centred on a grand memorial stele inscribed with the names of those legionnaires fallen in the Great War and following conflicts.
- Noble Gardens District: The Northwestern district of the Imperial City was once called the Elven Gardens District, but was deemed distasteful following the Aldmeri occupation of the city. Renamed as the Noble Gardens District, this affluent neighbourhood houses the upper echelon of Imperial society, with noble houses from across the Empire maintaining estates in this district. The Noble Gardens also houses the more widely acclaimed hotels and eateries of the Imperial City, as well as the Cinna Memorial Museum of Ancient Antiquity - a publicly funded museum containing relics of Cyrodiil’s Nedic, Allesian, Remen, Akaviri and Ayleidoon history.
- Imperial Prison District: Northeast of the Imperial City stands the grand Imperial Prison and the barracks of the First Legion, who act as the City’s guard. The Imperial Prison extends a number of levels beneath the island, and many above into the ancient Ayleid tower. Petty prisoners are kept lower in the tower, with magically adept and serious offenders kept in the more secure and magically reinforced higher sections.
- Waterfront District: Southwest of the Imperial City, on one of the larger islands surrounding City Isle, lies the Waterfront District. Joined to City Isle by a large stone bridge and the City Lighthouse, the Waterfront District houses the busy piers of dockyards that link the city to the world through maritime trade down the wide Niben River out into Topal Bay. The shallow-hulled galiots of the Rumare Fleet of the Imperial Navy.
- Arcane University: Southeast of the Imperial City lies the Arcane University. Sitting in the centre is the grand tower that once housed the higher ups of the Mage’s Guild. Since the Guild’s dissolution, the tower is now home to the Imperial Alchemical Society, the Imperial Orrery, the Imperial Library and faculty housing for the University complex. The University is managed jointly by a council of mages from the Imperial sanctioned guilds of the Synod and College of Whispers. Faculty can either be a member of the Synod, Whispers or particularly gifted magi that received training in accredited foreign schools. Membership of the University is determined by recommendation from either the Synod of the College of Whispers, maintaining the prestigious reputation. Many of those trained at the University go on to serve as Battle Mages for the Imperial Legion.
- Imperial Sewers: An extensive network of sewer systems extend beneath City Isle. Modern additions to the sewer network are built atop the millenia old ruins and crypts of the Ayleid city that once extended over and under the island. The detritus of the 4th Era mixes with the bones of the 1st and from it arises an unruly, lawless place. The sewer system is well-known for its booming population of giant rats and regular infestations by Goblins that break up through the lowest depths and cave systems of the island. Occasionally, Necromancer or Daedric Cults have sprung up in the sewers, or hide away in some long lost Ayleid crypt.
Settlements:- Weye: A small town west of the Imperial City, Weye straddles the mainland side of the large bridge that links to City Isle. As the last stop before travelers cross the bridge, or leave the city for the Red Ring Road, Weye has built a fine reputation as a welcoming rest-stop and a place to buy last minute supplies.
- Aleswell: Following the Red Ring Road clockwise from Weye brings you to the village of Aleswell. Named after the supposed place Alessia rested before Morihaus’ capture of City Isle, Aleswell used to be a frequently traveled pilgrimage spot for the Alessian Order but is now little more than a market spot for the local farming community and an inn, “The Invisible Patron”, for travelers to rest at.
- Thalmor Embassy to Cyrodiil: Positioned just off the Silver Road linking Bruma to the Red Ring Road, this Aldmeri constructed ‘Embassy’ is more of a fort than estate for ambassadors to stay in. The barracks here houses the Cyrodilic Thalmor Detachment, which leads a small contingent of the Dominion Army to hunt down and prosecute violators of the White Gold Concordat such as Talos worshippers.
- Roxey: Located just west of the bridge crossing the Gnoll River lies the village of Roxey, renowned for its Third Era inn and the Sanguine-esque nature of its staff after dark hours.
- Shinbone Docks: Southwest of the Alessian Bridge and across the Niben from Fort Alessia sits Shinbone Docks. Built into a natural cove on the river, this jetty and the Shinbone Cave system near it were used by smugglers for centuries. During the Great War, the jetty was used by Imperial forces to smuggle aid into and civilians out of the besieged Imperial City via its sewer systems. Following the war the location has been built up as a rest stop for the patrolling Rumare and Niben Fleets, as well as its use for goods destined for Cheydinhal.
- Pell’s Gate: Straddling the Red Ring Road south of Fort Homestead and sandwiched between tributaries to Lake rumare is the township of Pell’s Gate. The Green Road towards Bravil begins here and the town is a regular stop-over for traders that use the road instead of taking the Niben.
Forts:- Fort Nikel: Following the establishment of the Mede Dynasty, many of the Imperial Forts of cyrodiil that had long fallen into disrepair were recommissioned. Fort Nikel, west of Weye, an expansive complex dating back to the Second Era was one of the first forts. Containing an large barracks and training complex, Fort Nikel has become the staging ground for the majority of the First Legion that guards the Imperial City and patrols the Heartlands. It fell victim to the Dominion assault during the Great War, but has since been repaired and rearmed.
- Empire Tower: Overtaken by a tribe of Ogres during the Third Era, Fort Empire was left abandoned up until the Great War where the Dominion garrisoned it against the Imperial liberation forces under General Jenna pushed to retake the Imperial City. Now the Fort has been recommissioned as a watchtower for the First Legion overlooking the Jerall River and Lake Rumare.
- Fort Caractacus: Used by a rogue wizard and his coven of Daedra Worshippers during the late Third Era, Fort Caractacus is steeped in magicka residue. It was renovated after the Great War to serve as the First Legion’s Battle Mage barracks, but also to keep an eye on the Thalmor Embassy to its northwest.
- Chalman Tower: Once an expansive Second Era keep, Fort Chalman has been reduced to a single watchtower by the march of time. It is used by the First Legion as a staging post for patrols in the Northwest Heartlands and up the Gnoll River.
- Fort Urasek: Overtaken by bandits and then Goblins during the late Third Era, the complex of Fort Urasek has been renovated by the First Legion. The Fort was overrun during the Umbriel Crisis, and acted as one of the primary staging points for the Dominion siege of the Imperial City. As such it is still in a state of disrepair, although reconstruction is ongoing and a small village has sprung up in its shadows to serve travelers from the Blue Road to Cheydinhal and Morrowind.
- Magia Tower: An old ruin dating back to the First Era Alessian Order, the current Fort Magia is a small Imperial watchtower located close to the original ruin. The old fort is largely left abandoned, as it and the crypts beneath it continue to be swallowed by Lake Rumare.
- Fort Alessia: An old Second Era ruin, Fort Alessia was reconstructed by Emperor Titus Mede I but fell into ruin once more after a protracted siege by Dominion forces. Ruins still surround the area, but reconstruction is underway to rebuild the expansive fort complex that guards the opening to Lake Rumare.
- Homestead Tower: A small First Legion watchtower was built upon the ruins of Fort Homestead after the Great War. It serves mostly as quarters for patrols along the Red Ring Road and for construction workers brought in for the nearby Fort Alessia.
- Fort Roebeck: Crumbling into the White Rose River, the Third Era ruin of Fort Roebeck served as a temporary camp for Dominion forces during their Great War but was left abandoned by Imperial forces after their retreat from the site.
{ 2: County Chorral: Colovian Highlands and Great Forest} County Chorrol begins in the east at the start of the Great Forest and extends across its breadth and into the Colovian Highlands up to the Craglorn region. A region famous as the heart of Colovia and the original homeland of those Nedic tribes that would go on to become the Colovian people. The highlanders of Chorrol are a highly religious lot dedicated to the Empire, who pride themselves in their hard work at the county’s lumber mills, sheep ranches and mines. It is a long-standing tradition for the firstborn son to serve with the Imperial Legion for a number of years, and it Colovians that are often seen serving in Imperial Legions outside of Cyrodiil. The region has a higher than average proportion of Nords, Orcs and domestic dogs. City of Chorral: Amidst the dramatic backdrop of the Dragons-Teeth Mountains and the Great Forest, the City of Chorrol dates back to early Nedic settlers around an oaken Wyrd Tree. Over the Eras the tree has lost its mystical connections, but the great oak tree that lies in the centre of the city is still proudly born on the banners of the city. The city sits on the crossroads of the Black Road, the Orange Road, and also services the new Orcish Road into Craglorn, giving it a heavy economic presence on Imperial trade. It contains the Cyrodilic Cathedral of Stendarr which serves as not only the headquarters for the Cyrodilic Vigilants of Stendarr but also where it was founded. The Fighter’s Guild maintains a heavy presence in the city and the Synod maintain a guildhall here. The current Countess is the young Leona Cenna, who inherited the position in infancy after her father and brother fell in the Great War. Settlements:- Weynon Priory: Once a chapterhouse of the Order of Talos and the Blades located on the Black Road, Weynon Priory was all but annihilated during the Great War. In the years following the White-Gold Concordat, the Priory has been rebuilt as an extension of the Vigilants of Stendarr who use it to launch patrols across the region.
- Jonal’s Dig: Located west of Chorrol, Jonal’s Dig is a nordic mining community exploiting the silver and iron the Colovian Highlands are famed for.
- Odiil Farmland: Cutting out a chunk of the Great Forest along the Black Road is the Odiil Farmland. The lands have been kept in the Odiil family from the late Third Era, and have grown in scope to the size of a small village that supports over a dozen families despite frequent skirmishes with the Goblins and Spriggans native to the Great Forest.
- Hackdirt Priory: In the depths of the Great Forest along the Bronze Road sits the priory of Hackdirt. Abandoned late in the Third Era, a collection of priests from the Temple of Kynareth established a mission in the area during the Fourth Era to teach the scattered inhabitants of the Great Forest. Hackdirt itself has built up since then, as the forests inhabitants move closer to the priory. The Kynaran Order has established a chapter here, using the natural caverns beneath the village as barracks.
- Mogakh Stronghold: High in the Dragon’s Teeth Mountains and straddling the Orcish Road lies the Mogakh Stronghold. During the Third Era the location played host to a small community of nomadic Orcs, the Orcish King Drubuk Gro-Orsinium sent an Orcish warrior known as Mogakh to unite the Colovian Orcs under Orsinium’s rule. Mogakh Stronghold was founded to defend the mountain pass chosen for the location of the Orcish Road and bring a sense of security to the mountains.
- Camp Orkul: Located high on the border between the Dragon’s Tooth and Jerall Mountains, Camp Orkul is a non-affiliated camp of Colovian Orcs that have chosen to remain free of the influence of nearby Nova Orsinium. They maintain a close-knit nomadic community, and only use Camp Orkul seasonally as a gathering spot for the dispersed Orkul tribe.
Forts:- Fort Carmala: An extensive fortification dating back to the Second Era, Fort Carmala was rebuilt early in the Fourth Era. It maintains a watchful presence over the Great Forest and the Colovian Highlands, serving as a staging post for the largely Colovian Third Legion.
- Battlehorn Castle: Initially ruled by the Redguard Lord Khane, a relative of the Baron of Lainlyn in Hammerfell, Battlehorn Castle plays host to the Knightly Order of the True Horn. The current ruler of the castle, Lord Beckarly, pledged his and his Knight’s service to County Chorrol and patrols the Orcish and Orange Roads for bandits and marauding Goblins.
- Fort Rayles: An extensive Second Era fort that was left to go to ruin during the Third Era, Fort Rayles was rebuilt prior to the Great War to serve as the headquarters for the Third Legion. The complex is large, containing a barracks, armoury and training ground, although it is staggered up the hills of the Colovian Highland. Fort Rayles is famous for training Legion equites in using the hardy mountain horses that are employed across the northern stretches of the Empire.
- Sancre Tor: A ruin dating back to the First Era, Sancre Tor was once a large walled city with a history entangled in the founding of Cyrodiil and the Alessian, Reman and Septim Empires. A Holy City to the Alessians, it was also the birthplace and crypt for members of the Reman Dynasty as well as the location Tiber Septim was mortally wounded before his supposed ascent to godhood. A heavily haunted ruin, the dead of the Three Empires do not respond kindly to disruption of their slumber.
- Fort Coldcorn: Fort Coldcorn is a small ruin that has gone through many phases of reconstruction and abandonment, the most recent of which was following the Great War after Legion forces abandoned it after their advance on the Imperial City. Creatures of the forest were quick to take the ruins as a nest.
- Fort Ash: Located on the Black Road between Chorrol and the Imperial City, the ruined tower of Fort Ash are all that remain of the large Second Era keep. It is a relatively safe ruin, given the frequency of travelers along the Black Road, and a regular rest spot for travelers and legion patrols along the road. It is built around one of the last remaining Transitus Shrines of the Second Era, although it is long broken and little more than just a curiosity to travels.
{ 3: County Bruma: Jerall Mountains} County Bruma is the northernmost and highest of all Cyrodiil’s Counties. It is a sparsely populated and harsh county containing the Cyrodilic side of the snow-covered Jerall Mountains. Pine forests cover the southern parts of the county which extend into the Heartlands and mix with Cyrodiil’s Great Forest as they near lower elevations. The region is famed for its sturdy lumber, iron and corundum rich mines and the steel arms and armour made with it. City of Bruma:Heavy stone walls and giant oak gates mark the ascent up to the City of Bruma. A cold place with heavy snows for half of the year, the people of Bruma build their stout and deep, partially buried in the ground to conserve the heat of their fires. While the trade routes with Skyrim aren’t one traveled often, Bruma is the last city a Cyrod will find before beginning the treacherous crossing of the Jeralls and as such is a hub of supplies and mountain guides. The Nords of Bruma are a tight-knit community that to outsiders comes across as unwelcoming. The outlawing of Talos and the heavy Thalmor presence in the region has made many of them embittered, and put some of the Nords at violent odds with the Cyrods from the lowland counties. Once home to the Cathedral of Talos, the holy site was rebranded into the Cathedral of the Divines. The current Count is the Nibenese Desilus Carvain, a staunch Imperialist whose family have ruled Bruma since the early Third Era. Settlements:- Skulzak Stronghold: Formed by Orcish refugees after the sacking of Orsinium in 4E13, Skulzak Stronghold is the largest Orc stronghold in Cyrodiil. It maintains allegiance to the County of Bruma, which gave several valleys in the Northwest of Cyrodiil to the Orc refugees. The deal paid off, as the Orcs settled down and the threat of marauding Orc bandits in the region died before it could occur. The Orcs handle matters of justice amongst themselves, and it would be a brave Imperial Tax Official that would chase them up to tax their production of steel and orichalcum.
- Echo Mines: Established early in the Fourth Era, the Echo Mines east of Skulzak Stronghold are an Orcish-Nordic community chasing seams of Orichalcum and Mithril through the Echo Caverns system and surrounding mountain.
- Applewatch Farms: Located Southwest of Bruma along the orange road, Applewatch Farms is as the name suggests an apple orchard. It is famed for growing the hardy winter-living ‘Jerall Gold’ apples used by Bruma’s successful cider industry.
- Gnollock Mine: To the East of Bruma lies the out-of-the-way Gnollock Mine built into Gnoll Mountain. A relatively new community established by Nords from Bruma, the mine produces iron and corundum for the Legion’s steelworks.
- Harm’s Folly: A Third Era village built east of the Gnoll River, Harm’s Folly is a farming and mining settlement with families of both Nordic and Nibenese descent.
- Kyne’s Breath: A Fourth Era mining community established by Nords, Kyne’s Breath sits atop one of the largest deposits of coal found in recent centuries and the Nords there supply steelworks across the province.
- Temple of the Ancestor Moths: Nestled high at the conflux of the Jerall and the Velothi mountains, the Temple of the Ancestor Moths is home to the Moth Priests of the ancient Cult of the Ancestor Moths. It is the only Ancestor Glade left in Cyrodiil where the rare Ancestor Moths regularly gather. Here the Cult tends to the Moths and several Elder Scrolls, with both the Imperial Legion and Knights that have attached themselves to the cult having a presence to defend the temple from threats. The silk of the Ancestor Moths is prized for its resilience, brilliance and the power of enchantments cast upon any garments it is woven into.
- Sheluk Stronghold: Located in the small stretch of the Velothi Mountains in the far east of County Bruma, Sheluk Stronghold belongs to a clan of Orcs native to the Velothi Mountains. They hold some distrust for the counties of Bruma and Cheydinhal, and have been known to cause problems for both. They do however hold some allegiance to the Empire, who made overtures to the chieftain of the clan in return for auxiliary assistance against the Aldmeri Dominion during the Great War. The area around Sheluk is also home to one of the last remaining clans of Giants in Cyrodiil, who regularly trade lumber, hides and furs with the Orcs in exchange for metal-forged weapons and tools or cattle.
Forts:- Cloud Ruler Temple: Once the headquarters of The Blades in Cyrodiil, and the seat of the order’s Grandmaster, Cloud Ruler Temple is an akaviri fort now lay in ruins. During the Great War, the fortress was sacked by a Dominion force far greater in number and magical prowess than the remaining Blades stationed at the fortress. The Blades were hunted to near-extinction after the sack of the fortress, and the charred ruins have been left to the elements. Travelers have made mention of ghostly manifestations in the ruins, where the deceased of both the Blades and the Thalmor continue their eternal fight.
- Fort Jonna: Following the rediscovery of the Pale Pass and the Akaviri Fort within it at the end of the Third Era, the opening to Skyrim’s Rift hold was seized by the Imperial Legion. Its location was largely kept secret by the Legion, who used it to quietly ferry arms and soldiers in and out of Skyrim during the tumultuous early years of the Fourth Era. Used once more by General Jonna to bring her Fourth Legion out of Skyrim to reinforce Cyrodiil during the Great War. The reinforced and rebuilt fort was renamed in the late Jonna’s honour by General Tullius on his march north to end the Stormcloak Rebellion. With the rebellion over the Pale Pass is now open to public use, although the Legion forces there make regular checks at the borders for contraband or criminals.
- Fort Horunn: Located southeast of Gnoll Mountain, Fort Horunn is a run-down early Third Era fort long discarded by the Legion and County Bruma. It now plays host to a surprisingly organised tribe of Minotaurs, the Bloodhorns, that raid the surrounding area and have fought back numerous attempts to oust them from the ruins. It is said the chieftain of the Bloodhorns has wings and is Morihaus reborn come to punish humanity for its defeats at the hands of Mer in the Great War, although it is almost certainly myth.
{ 4: County Cheydinhal: Velothi Mountains and the Valus Highlands} Located in the East of Cyrodiil along the Velothi Mountains and the Valus Highland forests between the mountains and the Heartlands, County Cheydinhal is the most diverse in population of all Cyrodiil’s Counties, having a healthy mix of Nibenese, Nordic, Orcish and particularly Dunmeri cultures. Very few mountain passes exist through the Velothis, but a number of ancient Dwemer tunnels are regularly used by adventurous traders. It is a land of shephard, farms, orchards and artisans. The Fourth Era has seen County Cheydinhal ravaged by crises, leaving it weakened. The influx of Dunmer refugees from neighbouring Morrowind following the Red Year caused economic and social unrest across the county. This was the soon followed by the Umbriel Crisis, where the floating city Umbriel crossed the county and numerous settlements and even the city of Cheydinhal itself. Luckily the county survived the Great War relatively intact. City of Cheydinhal: During the early Fourth Era, the undead forces of Umbriel sacked the city of Cheydinhal. Many of its inhabitants escaped, but some were massacred either in the city or on the road. Many of the city guard and the Knights of the Thorn gave their lives in an attempt to slow the undead horde, but ultimately gave their bodies and souls to the floating city. The city recovered, however, with the help of the Dunmeri refugees taken in from the Red Year. You would be forgiven to think that Cheydinhal is a city transplanted from Morrowind, with the Dunmer being a large minority and the architecture matching that of the neighbouring province mixed with native Nibenese influence. Orcs native to the Velothi mountains and Nords from the Jeralls all serve to pull together the mix. The current count is the Dunmer Selvil Indarys Head of the ‘Disgraced’ House Hlaalu, Grandmaster of the Knights of the Thorn, wielder of the Thornblade, war hero of the Great War and a claimant to Morrowind’s now defunct Kingdom. Settlements:- Mountain Watch: Located north of Cheydinhal high in the Velus highlands, Mountain Watch is a farming and mining settlement ruled by the Oricsh Lord Rugdumph from his nearby estate. The settlement is a common target of skirmishes with the Orcs of Sheluk Stronghold to its Northeast, who have for centuries had a rivalry with the Rugdumph family of “City-Orcs” that have ruled the land since the early third era. The cross-county conflict is a thorn in the side of the Counts of Bruma and Cheydinhal, who insist on letting the Orcs deal with their own problems and only intervene if the conflict gets out of hands.
- Camp Yarug: Where the Corbolo River falls out of the Velothi mountains and into Cyrodiil is a glade frequently occupied by one or more of the many roaming Tribes of nomadic Orcs in the Velothi mountains. Camp Yarug is occupied year-round by at least a handful of Orcs and more heavily occupied in the winter months when the Orcs move down the mountains to evade the harshest of the frosts.
- Knight’s of the Thorn Monastery: In the area west of the Cheydinhal, the Knights of the Thorn once had a lodge where they met. The lodge was completely destroyed during the Umbriel crisis, but in its place was built a Monastery-Fortress in Dunmeri style. The thankful citizens of Cheydinhal donated to the construction of the structure, in thanks of the valiant efforts of the Knights of the Thorn to hold back the undead army while the citizens could evacuate.
- Annaig’s Dig: Located just to the East of Cheydinhal, the Fourth Era mining settlement of Annaig’s Dig follows deep seams into the mountains hunting for precious gems. Most notably are the Velothi Rubies prized by the Dunmer. It was named in honour of Empress Annaig, who was said to have a fondness of the area and regularly visited a lodge in the Velothis.
- Harlun’s Watch: Just south of Cheydinhal lies the Second Era farming community of Harlun’s Watch. The village had a surge in population following the Red Year, and many Dunmeri refugee families moved into the settlement. Ash Yams don’t grow particularly well in the soils of Cyrodiil, but Tobacco, Radishes, Potatoes grow well for them and the swamps closer to the Corbolo River made prime rice paddies.
- Drakelowe: Founded on the eastern banks of the Corbolo River in the years after the Great War and named after the ancient Second Era Keep that once existed in the area, Drakelowe’s founding families were disaffected Imperial Legionnaires seeking a quiet part of Cyrodiil to settle. The settlement, and the nearby mines, attracted many like-minded individuals, most of them retired or ex-Legionnaires or the relatives of the deceased. The largely Cyrod families were unwilling to put aside their belief in Talos and was one of the last refuges of Talos worshippers in Cyrodiil. A bloody skirmish between the Thalmor and ex-Legionnaires was only ended by the intervention of the local Count, who brokered a peace and reminded the denizens of Drakelowe to “officially” renounce Talos or be put under arrest.
- Drake’s Den: Drake’s Den is a small mine ran by the community at Drakelowe. The barely profitable mine was founded after a seam of adamantium was discovered in the location early in the Fourth Era, but the adamantium ran dry quickly and the current mine follows seams of iron instead. The miners still hope to find more adamantium, a hundred years later.
- Camp Khash: The Silverfish River of the Nibenese Basin begins high in the Velothi Mountains. An Orcish tribe has inhabited the area since the early First Era, and has inhabited a mountain plateau named Camp Khash since the early Second. It’s little traveled by non-Orcs, and the Orcs tend to keep to themselves in the mountains. Interestingly the plateau is also home to one of Cyrodiil’s only Dwemer ruins.
- Arrowshaft Mines: A series of small tester mines ran out of a central community south of the Silverfish River, Arrowshaft Mines are a recent venture by a Breton investor chasing Quicksilver in the Velothis. The miners were brought in from all over Tamriel, and only a few are locals.
- Ayleid’s Grave: West of the Silverfish River and the ruins of Fort Entius lies Ayleid’s Grave. This mining village is built near the ruins of the ancient Ayleid city Macamentain, and a number of outlying structures unclaimed by the forests still exist within the bounds of the hamlet. The mine runs close enough to the ruins in some places that the stones of the ancient subterranean city can be seen in the walls of the mine. Rumours of knocking and ghostly wails from the ruins, both above and below ground, have scared many would-be-miners off.
- Crestbridge: Bridging the Corbolo River just west of Fort Cedrian, Crestbridge was founded by the Imperial Legion’s efforts as a means to draw artisans and builders for continued reconstruction work across Cyrodiil’s eastern borders under the early Mede rulers. The town grew in size as a hub as trade from Leyawiin and the Imperial City along the Yellow Road met river trade on the Corbolo and Niben Rivers with Cheydinhal and Bravil. It was spared the harshness of the Great War, and served as a safe resting spot for the beleaguered Second Legion in its march north to aid in the liberation of the Imperial City. Many of the Second Legion veterans retired to Crestbridge.
- Cropsford: A hub for the farming community of the eastern Niben Valley, Cropsford was founded in the late Third Era. Growing steadily in size across the Fourth Era, Cropsford’s granaries now hold much of the winter food supply for County Cheydinhal. It is a prime target for Goblin raids, but they are usually fought off by guardsmen stationed here from the nearby Fort Cedrian.
- Navula Farmstead: Founded by Dunmeri refugees following the Red Year, the Navula Farmstead began with a simple cabin in the woods. The settlement expanded rapidly as more refugees sought arable land, and with a little deforestation new farm and pastureland was established for dozens of families. Now the Navula Farmstead feeds much of County Cheydinhal and has even successfully transplanted Ash Yams.
Forts:- Fort Farragut: A Second Era Keep that was re-built by the early Mede dynasty, Fort Farragut serves as the headquarters of the Sixth Legion. A strong-made fort, it was nevertheless sacked by the undead armies of Umbriel not long after its reconstruction. Expansion efforts are still under way after resurged recruitment from local Dunmeri refugees out of Morrowind facilitated the need for larger barracks and training capacity.
- Fort Scinia: Located high in the Velothi Mountains on one of the only mountain passes into Morrowind, Fort Scinia is ran by the Sixth Legion and acts as a border post with the turbulent province. Following the Red Year and the near-cessation of Morrowind from the Empire, Fort Scinia was rebuilt and occupied heavily to remind the aid in administration of Dunmer refugees out of Morrowind and remind them of Imperial Power.
- Fort Naso: An early Third Era Fort located in the wilderness of the Valus Highlands, Fort Naso was abandoned late in the Septim Dynasty. The small fort is a thorn in the side of County Cheydinhal, as the ruins have frequently been used by the lawless.
- Facian Tower: Just east of Drakelowe lies Facian Tower. Once a mighty fort, Facian fell into ruin early in the Third Era and the extensive network of crypts beneath it became restless with the bones of the uncared for dead. Treated by the Vigiliants of Stendarr during the early Fourth Era, the Sixth Legion revisited the site and rebuilt the main tower, establishing it as a watchtower to eye the Velothi Mountains and the Nibenese Valley.
- Fort Entius: An Ancient First Era ruin steeped in magicka, Fort Entius dates back to the Alessian Order’s purge of the Ayleidoon culture from Cyrodiil. Used primarily as a staging ground for attacks of Ayleid cities, the ruins was abandoned in the Second Era and only marginally revitalised during the early Third Era.
- Fort Cedrian: Once the seat of the Nibenese Kings of Corbolo, Fort Cedrian fell into ruin following its abandonment after Tiber Septim’s conquest of Cyrodiil. Rebuilt by the Mede Dynasty during the early Fourth Era, Fort Cedrian now houses a Sixth Legion garrison charged with guarding County Cheydinhal’s routes into the Niben Valley, and ensuring the Corbolo River remains free of piracy.
- Fort Sejanus: Long held as an outpost at the start of the Yellow Road, Fort Sejanus was built up in the middle of the Second Era, but fell to the rise of Tiber Septim in his campaign against the Kings of Corbolo. Steeped in magicka by the battle that brought it down, the Fort was once again occupied by Aldmeri forces during the Great War. The Thalmor used this fort to temporarily halt the advance of the Second Legion, but mages from the College of Whispers brought it down by binding Daedra to their will to bolster the Second Legion’s assault on the Fort. It has been left in a state of ruin ever since, and some Daedra have been spotted in the area - released upon Tamriel by rushed summonings by novice mages during a time of war.
{ 5: County Bravil: Niben Valley} Located south of the Imperial City, the Niben Valley is the heartland of Nibenese culture. Originally settled by Khajiit clans, the nomadic Khajiit were soon followed by Nedes and other humans subcultures that would go on to settle Argonia as the Kothringi and the Orma. The rise of the Ayleids affected the Nedic settlers of the Niben Valley greatly, and their culture was altered fundamentally to take many aspects of merish culture - such as elaborate ceremony and philosophical pursuits. The Slave-Queen Alessia was born in the Niben Valley, and it was the Nibenese that first rose in revolt. Soon joined by the Nords of Skyrim and the Nedic-Nordic Colovians, the revolt ousted the Ayleids and brought the Nibenese culture to the forefront of Cyrodiil. The Nibenese have held power in the Niben Valley since, although millenia of border warfare have occured with the Khajiit that ruled the western shores of the Niben River. The County of Bravil was granted control over the Niben Valley following Tiber Septim’s war to unite the petty kingdoms of Cyrodiil. During the Great War, the Niben Valley was the main entry point for Aldmeri forces into Cyrodiil and as such it suffered heavily at the hands of the Dominion Army and their vengeful Khajiiti allies led by Chieftain Nasta. City of Bravil:The City of Bravil was establislished late in the First Era by Alessia’s liberated Nibenese followers and named after the Centurion that led her armies in the region. Passing hands numerous times since then, even into the claws of the Khajiit of Anequina, it eventually rose to prominence in the Imperial Interregnum and formed a coalition with the City of Leyawiin, fighting the self-declared Kings of Corbolo for the rest of the Niben Valley. Following the conquest of Cyrodiil by Tiber Septim and the systematic breakdown of all opposition forces to his reign in the Tiber Wars, Bravil was given supremacy of the Niben Valley as County Bravil. Considered a poor backwater city by the end of the Third Era, the city nevertheless seceded from the Cyrodilic Empire in the early years of the Fourth Era and fought the independent city-state of Leyawiin over border disputes. Bravil and its southern rival were reconquered following a short campaign by Titus Mede in the years following his coronation. Bravil was hit particularly hard during the Great War and city has yet to fully recover from the Siege of Bravil. The fetid water of the Larsius River that runs around the city, the pestilence of the nearby swamps and the general lawlessness of the city makes it a haven of disease. Much of the city is still shacks, although the Imperial Legion have finished reconstruction of the exterior wall and expanded the dockyards. The current Count of Bravil is the venerable Sabinus Condaris, a local noble granted the title by the Mede dynasty after the Terentius family was wiped out during the Great War and the bloody Siege of Bravil. Settlements:- Priory of the Divines: Located on the northwestern border of County Bravil and largely independent of the county, the Priory of the Divines was once the headquarters of the Knights of the Nine. Reformed late in the Third Era and famous for their charitable and noble exploits during the turmoil of the early Fourth Era, the Knights of the Nine were a priority target for the Thalmor during the Great War due to their devotion to the Imperial Pantheon - particularly Talos. The Knights of the Nine fought valiantly alongside the Mede Dynasty against the Dominion, but not long after the fall of Bravil the Priory was sacked by Dominion forces. The Knights were driven to extinction, the Priory-Fortress torn down and the sacred relics looted by the Thalmor or lost in the commotion. Now, the Priory of the Divines is a much smaller temple, managed collectively by laymembers of the Knightly Orders of the Eight Divines still legalised in Cyrodiil, although the Thalmor keep a close eye on it.
- Faregyl: Founded as an early Second Era border keep by the Imperials to watch the Khajiit lands to its south, Faregyl degraded into near obscurity by the late Third Era, with only a small village being found in the location of the old fort. Throughout the Fourth Era the village expanded in size dramatically following the cessation of Elsweyr as Imperial subjects fled the Confederacy. Increased Khajiit expansionism saw the Mede dynasty begin investment in the region, establishing Faregyl as a township, although the Great War soon dampened that idea. Faregyl was spared the brunt of the Great War, as the large Khajiit population of the township petitioned the Dominion forces to pass by it peacefully. This has given Faregyl a reputation as a town of turncoats and scared cats, and it has a poor relation with the Twelfth Legion that protects the area.
- Alexi’s Delve: North of Bruma lies a mining settlement known as Alexi’s Delve. A collaborative effort started recently by Nibenese and Khajiit to follow a seam of Moonstone, the Delve soon met problems with the swampy grounds of the Niben Valley. Complex pumps keep the mine dry, but much like neighbouring Bravil it might just be costing more to keep running than the settlement is worth.
- Cadlew Docks: Located on the Eastern side of Niben Bay, Cadley Docks are a neutral mercantile venture established by the breakaway Topal Trading Company. Cadlew Docks maintain the warehouses of much of the goods destined for the Empire, with vessels regularly taking stock to and from the Imperial City. From here, ships will also sail down the Niben to ports in Pellitine and Valenwood, one of the few Cyrodilic docks that will entertain such a notion.
- Resolution of Cadlew: Up the hill from Cadlew Docks and sitting on the Silverfish River sits the Resolution of Cadlew, a small monastery cloister that was desecrated during the Third Era by a group of Necromancers.The Cyrodilic branch of the Knights of Iron, re-established out of the Cathedral of Zenithar in Leyawiin, sanctified the site in the name of Zenithar during the early Fourth Era and have held the site as a monastery to the God of Commerce ever since.
- Auventus’ Crossing: Once little more than an inn, the Imperial Bridge Inn, during the Third Era, the settlement of Auventus’ Crossing has grown dramatically since the beginning of the Fourth Era. The site was the staging ground for Titus Mede’s invasion of the City-States of Bravil and Leyawiin that held the Niben Valley. The nearby Fort Flecia was rebuilt and many of the craftsmen involved were stationed in a hastily constructed garrison on the current site. Following Titus’ victory over the Nibenese cities, it became clear that forts across the Niben river basin needed reconstruction to avoid any further rebellions. The craftsmen were permanently settled on the site, and worked across the Lower and Upper Niben. Generations of craftsmen have lived at the site, and it was named Stonehollow. During the Great War, it was the site of the final dramatic defeat of the Khajiiti Chieftain Nasta following his defeat at the earlier Battle of Redman Crossing. In honour of General Auventus of the Second Legion, the township was renamed and it was here that he crossed the Silverfish River on his way to aid in liberating the Imperial City.
- Sundercliff: One of the most isolated settlements in Cyrodiil, Sundercliff is a small mining community named after the nearby Sundercliff Watch. Founded early in the Fourth Era by miners chased out of the freshly independent Argonia, Sundercliff ekes out a lowly existence gathering swamp iron and prospecting the southern tail of the Velothi Mountains.
Forts:- Fort Blackboot: Found along Cyrodiil’s border with the Khajiit theocracy of Anaquina, Fort Blackboot is an old second era fortress reoccupied and rebuilt on orders of Chancellor Ocato during the early Fourth Era. A modern Imperial military complex, Fort Blackboot held the line against the Dominion advance during the Great War. It fell after being largely abandoned during the retreat of Imperial forces from County Bravil. Now it plays host to a large division of Imperial Equites that patrol the long border with Anaquina.
- Fort Variela: A ruined early Third Era fort located along the Western bank of the Upper Niben, Fort Variela saw limited use by the Dominion on their march into the Heartlands. It is said the ghosts of Legionnaires captured, interrogated and murdered in the fort still haunt the sub-structure.
- Fort Catspaw: Fort Catspaw began as the Legion camp to oversee reconstruction efforts in Bravil after the Great War. It has since grown dramatically in size to house the main headquarters and training grounds of the Twelfth Legion as they secure County Bravil against Khajiit insurgents and other dissident groups.
- Niben Watch: The Second Era location of Castle Bravil fell dramatically during The Alliance War. Long left abandoned, a watchtower was established by the Twelfth Legion after the Great War to aid in the fight against criminal and smuggling groups acting out of Bravil.
- Fort Aurus: An old early Third Era fortress, Fort Aurus is a small fort re-established by the Imperial Legion during the early Fourth Era. The fort is most notable for its small dockyard used primarily to ferry Legionnaire forces across the Niben Bay.
- Fort Grief: A large ruined fortress found on an island in the middle of the Niben Bay, Fort Grief is a den of depravity often used by smugglers and pirates as temporary mooring. A number of such dissidents maintain a den at the location. It’s continued existence is testament to County Bravil’s inability to expunge it’s corruption.
- Fort Flecia: Located east of Auventus’ Crossing, Fort Flecia is a small Third Era fortress used as a stopping point for Imperial patrols along the Silverfish River. It is in a rundown state, having been damaged heavily in the Great War.
- Fort Cuptor: A large ruined Second Era fortress partially sinking into Lake Canulus, Fort Cuptor has remained uninhabited for centuries. Repeatedly used as a temporary base by bandits and Argonian raiders out of the nearby Shadowfen, the deeper parts of the Fortress are said to be built upon an old Nedic crypt.
- Sundercliff Watch: An ancient First Era fortress built atop the sunken ruins of the Ayleid city of Varsa Baalim, Sundercliff Watch was the late Third Era location of a Dunmeri dissident group known as the ‘Drothmeri Army’ before their sudden massacre at the hands of mysterious forces. One of the ruins’ many towers was rebuilt after the secession of Argonia from the Empire during the early Fourth Era and the Argonian invasion of the nearby Shadowfen province of Morrowind. It’s purpose as a watchtower and deterrent of the Argonian forces and raiders was maintained after the Great War.
- Fort Redwater: Located at the convergence of two tributaries to the Panther River, Fort Redwater is an old Second Era fortress built during one of the Reman Empire’s attempts to secure the Niben Valley. Long abandoned and fallen into great disrepair, Fort Redwater is a lawless and haunted place.
- Fort Goldthroat: Built during the early Third Era to facilitate the Septim invasion of Black Marsh, Fort Goldthroat was named after one of the nearby Argonian tribes on the Panther River. The Gold-Throats eventually fled south into the marshlands, but the fort kept the name. Rebuilt by the Mede dynasty during the Fourth Era, this medium sized fortress is the Twelfth Legion’s main base of operations in the Eastern Niben Valley with regular riparian traffic up the Panther River.
- Fort Irony: An old Alessian ruin once named Cliffwatch Castle, an ancient catastrophe of unknown magical origin saw the structure tumble into the Niben River. The ruins that remained were renamed “Fort Irony” by the locals, and it has long been abandoned to overgrowth, wild things and recently a clan of Minotaurs.
- Fort Nomore: A Second Era castle long fallen into ruin, Fort Nomore was granted it’s name by locals after the wilderness reclaimed it. Re-establishes as a small fortress by the Twelfth Legion following the Great War, Fort Nomore is well known as the location of an Imperial Prison camp where Ra’nasta Insurgents and Renrijra bandits are rounded up for interrogation and trial.
- Fort Redman: An early Third Era fortress located at Redman’s Crossing, it was reestablished by the Mede dynasty early in the Fourth Era during the Taming of the Niben and the sieges of the then-independent city states of Bravil and Leyawiin. The site was the location of the Great War’s Battle of Redman Crossing where the Khajiit forces under Chieftain Nasta broke the Second Legion in two before the death of their leader drove the Khajiit to retreat. It is host to a memorial to the Second Legion, and is jointly manned by forces from the Twelfth and the Second, serving as the border crossing with County Leyawiin and the only crossing of the Niben River until the Red Ring Road to the north.
{ 6: County Leyawiin: Blackwood} The region of the Lower Niben Valley bordering Black Marsh has long been contested ground between the Nibenese, Khajiit and Argonians. The Mane of Elsweyr during the late Third Era officially renounced the Khajiit claim on Nibenese County Leyawiin and ceded lands west of the city along the River Niben. This didn’t impress the local Khajiit, who have led an insurgency against the Imperials ever since. On the eastern side of the Niben, the marshlands of the Blackwood descend into the swamps of Argonia. A lawless land, the Blackwood is hostile to Imperial settlers and houses the only Hist in Cyrodiil, and its tribe of Argonians. The County and the Hist’s priest have a long-standing peace treaty dating back to County Leyawiin’s secession, although friction between the two parties has increased after the secession of Argonia. The official border of Leyawiin with Argonia is the Dorsza Wall, a First Era earthen structure built by a long-deceased Argonian Tribe. Ancient ironwood trees are woven into the earthworks to the point where the structure is hard to determine if it is natural or not. Tall grasses cover what few passes exist through it. City of Leyawiin: The river delta the City of Leyawiin is founded on has been reportedly inhabited since before recorded history. First by Khajiit tribes, then Nedic tribes and their Ayleid masters. The city as we know it was founded by escaped Khajiit, Argonian and Nedic slaves. Given its name after the Khajiit tribe that inhabited the region before its complete subjugation by the Ayleids, Leyawiin quickly fell under the sway of the Nibenese that had led the revolt. A castle was built upon the island that broke the delta and from there the Kings of Leyawiin controlled trade along the Trans-Niben until the conquests of Reman brought them into the Cyrodilic Empire. Leyawiin has long had a strong trading relationship with the Argonians of Gideon. The Great War saw Leyawiin quickly fall into the hands of the Dominion, with Khajiit insurrectionists launching a coup that took the harbour city, paving the way for the Dominion Navy to terrorise the Niben River and blockade Bravil. Since then, the locals have persecuted the Khajiit (and by poor extension Argonians) heavily. The current Count of Leyawiin is the Nibenese Valentin Cantus, who’s noble family was put into power by the Mede dynasty after their conquest of the rogue city-state. Settlements:- Water’s Edge:
- White Stallion Lodge:
- Greyland:
- Topal’s Deep:
- Blankenmarch:
- Gold-Throat Tribe:
- Dravern:
- Deep Dragon Mine:
- Deepscorn Hollow:
Forts:- Border Watch:
- Fort Doublecross:
- Fort Teleman:
- Fort Bulwark:
- Fort Blueblood:
{ 7: County Skingrad: West Weald and Great Forest} County Skingrad sits astride the West Weald and much of the southern part of Cyrodiil’s Great Forest. A gentle land of sparsely forested rolling hills, the West Weald is famous for its vinyards, sheep pastures and abundance of limestone caves infested with Goblins. County Skingrad has always been one of the more peaceful locales in Cyrodiil, so survived much of the interregnum in the early Fourth Era unscathed. The Count of Skingrad at the time used the regions immense wealth and prosperity to safeguard the county instead of using it to pursue lofty goals of claiming the Ruby Throne. It was this prosperity that saw a large number of refugee Bosmer and Aldmer flee the Aldmeri Dominion following the Thalmor’s crackdown on dissidents. The county didn’t survive the Great War unscathed, however, as it was a primary raiding target for Khajiit warparties out of the Reaper’s March region to its south and Thalmor hits against the dissident Mer. The Fifteenth Legion defended the county and under General Trano performed the only successful county-invasion into Dominion lands, burning much of northern Valenwood and conquering the area around Arenthia in Anequina. City of Skingrad: The City of Skingrad grew out of two colovian hamlets on two neighbouring hills. They thrived on the rich and gentle landscape, growing to the point where the two villages merged into the town of Skingrad. A castle was built upon a third hill, overseeing the Gold Road that had woven its way between the town’s hills and linked the Gold Coast with the Imperial City. With the discovery of silver mines in the region, the town grew into a walled city, one of the cleanest, healthiest and safest of all the cities in Cyrodiil. It became one of the most prosperous Kingdoms in Cyrodiil under King Rislav the Righteous, who fought back the Alessian Empire and is considered by many to have broken the will of the Alessians. It was eventually absorbed into the Reman Empire during the Second Era, and has remained a stable part of the Cyrodilic Empire since. When the Fifteenth Legion moved abroad to invade the Dominion during the Great War, the city was besieged by Dominion forces. However, the Mer abandoned their siege shortly after it began to pull resources back to defend the Imperial City. The current Count of Skingrad is Herold Decianus, a half-Nord, half-Nibenese relative of the celebrated war hero General Decianus, whos family took control of Skingrad after the disappearance of the Hassildor Family. Settlements:- Mara’s Gift:
- Skingrad Vineyards:
- Fat Ram Folds:
- Sharp-Tooth Mine:
- Camp Lumborn:
- Weatherleah:
- Brindleholm:
- Gottlesfont Priory:
Forts:- Fort Dirich:
- Fort Vlastarus:
- Fort Wooden Hand:
{ 8: County Kvatch: Gold Coast, West Weald, Colovian Highlands} Bordering Valenwood across the Strid River, County Kvatch has long held a contentious position in the history of Cyrodiil, including several ancient Bosmeri incursions by the Cameron dynasty to take the sparsely forested land. A small Colovian County known for its pastures and iron mines, Kvatch is a rugged hinterland formed around a central bluff that the city was built upon. The county sits upon border of three of Cyrodiil’s greater regions, the subtropic Gold Cost, the lush West Weald and the the rugged Colovian Highlands. The people of Kvatch are known for their stubbornness and valor in the face of overwhelming odds. Once a Kingdom with much sway over the Gold Coast, it began a steady decline after it was conquered by Reman Cyrodiil and the neighbouring counties of Anvil and Skingrad grew in power. It reached a new peak during the early Third Era, when the county officially absorbed the land of the Imperial Reserve after the decline of the City of Sutch. County Kvatch was severely weakened by the Oblivion Crisis that saw much of it depopulated and the city left in ruins. The Imperial Reserve was split off once more to reform County Sutch during the recolonisation of the counties and it has become a contentious point between the County of Kvatch and the Countess of Sutch. City of Kvatch: Originally a city founded by Ayleids atop the highest mountain in the Gold Coast region, Kvatch has a long history of worshipping the Divine Auri-el, or Akatosh. The city that would become Kvatch remained one of the last holdouts of Ayleidoon civilisation in Cyrodiil following Alessia’s rebellion. Mimicking Alessia’s revolt and backed by the Alessian Order, the Colovian warlord Merveil rallied the people of the Gold Coast against the Ayleids and their Bosmeri allies, pushing them out of the city and across the Strid River into Valenwood. The city was brought to rubble, abandoned for almost a century before being settled again by Colovians who would form the Kingdom of Kvatch upon the bluff. The city existed as the center for worship of Akatosh with the large Cathedral of Akatosh dating back to the early Second Era, with the Order of the Hour and the Akatosh Chantry under the Primate of Kvatch having a heavy hold in the continent’s religious world. The city was ruined by the forces of Mehrunes Dagon during the opening days of the Oblivion Crisis, putting an end to the Count and the Primate. Left largely abandoned for much of the early Fourth Era, the city was reduced to the Cathedral and Castle. Reconstruction efforts began with a large grant from the Mede dynasty, who sold off a large parcel of land owned by County Kvatch in the Imperial Reserve to a rich Redguard family out of Rihad. Much of the city is rebuilt, including its Arena, with a grand statue dedicated to the Hero of Kvatch standing in the center square before the refurbished Cathedral of Akatosh. The City of Kvatch survived the Great War largely unscathed, as Dominion forces bypassed the mountain fortification of Castle Kvatch in their march to Hammerfell. The current Count of Kvatch is Menien Matius, a Colovian descendent of the guardsman Savlian Matius that was granted stewardship of Kvatch following the death of the Goldwine family during the Oblivion Crisis. Settlements:- Gottshaw:
- Enclave of the Hourglass:
- Shetcombe:
- Imphole Mine:
- Shardrock:
Forts:- Fort Wariel:
- Fort Linchal:
- Fort Istirus:
{ 9: County Anvil: Gold Coast} The region of Cyrodiil’s Gold Coast is dominated by County Anvil. Situated on the sub-tropical savannah that gives the region its name, County Anvil is not only famous for its great port city and the maritime trade that comes into the region, but also the beauty of the rolling plains and soft sands leading to the Abecean Sea. Anvil is a largely Colovian county, with a large population of Redguards and Nords attracted to the city’s port. Seafarers and travelers from across Tamriel flock to the city and from there travel down the Gold Road towards the interior of the province. County Anvil was hit particularly hard during the Great War, with Dominion forces cutting a bloody path through the Gold Coast on their way to Hammerfell. Reconstruction has been quick, however, due largely to the importance of the port in Imperial trade and it being the location of the Abecean Naval Dockyard. City of Anvil: The City of Anvil is built around Anvil Bay, a natural harbour long used by seafarers since the early First Era. Originally a ramshackle haven of pirates and smugglers, Anvil Bay become home to Anvil Fortress - a Colovian attempt to bring order to the region. The port was captured by the Colovian Captain Bendu Olo, who began converting the Fortress into a proper Castle, and securing Anvil Bay for legitimate seafarers. Naming himself King of Anvil, Bendu Olo secured a lineage that would see the city prosper until its eventual conquest by the Reman dynasty. Following a period as a free city-state after the collapse of the Second Empire, Anvil descended into a chaotic harbour often swapping hands between rival factions of Pirates, Smugglers and even Werewolves, reducing to rubble all that Olo had built. It wasn’t until the middle of the Third Era that a Commodore of the Imperial Navy, Fasil Umbranox, conquered the city and burnt out the pirates. Granted stewardship of the city and surrounding lands as Count, Umbranox was granted funds to build a new city upon the ruins of Old Anvil and secure Anvil Bay for the Imperial Navy. The city prospered, despite setbacks during the Oblivion Crisis and the devastation of the Chapel of Dibella at the hands of Daedric Aurorans. The port was blockaded by the Aldmeri Dominion during the Great War, and the city was briefly put under siege by the Dominion forces heading for Hammerfell that burnt much of the harbour in their passing. Reinforced heavily by the Mede dynasty after the Great War, Anvil not sits as a bulwark against Aldmeri domination of the Abacean Sea. The current Countess of Anvil is the Colovian Justi Umbranox, a renowned Imperial Naval captain before her ascent to the throne at the death of her aged father. Settlements:- Whitmond:
- Ogre’s Tooth Farm:
- Malacath’s Hole:
- Brina Cross:
- Gweden:
Forts:
{ 10: County Sutch: Imperial Reserve} The newest Imperial County, yet one of the oldest historically, is County Sutch. Founded in the reign of Taig Mede, County Sutch takes its name from the historical City of Sutch located on the Breda River. The county stretches along all of the Cyrodilic-side of the Breda, into what was once known as the Imperial Reserve of the Colovian Highlands. A land of sparse woodlands and flowering grasses, broken by by the beginning of the Colovian Highlands, the county is sparsely populated and heavily populated by beasts and beast-men. Minotaur clans roam freely in the Imperial Reserve, Ogre tribes live in the highlands and the Gwebeldyn Clan of Centaur cross the Breda river from Hammerfell to spend the hot summer in the county. A notable landmark in County Sutch is the ruins of Varen’s Wall, the second-era fortification that stretched from the Breda, through the Imperial Reserve and down into the West Weald to keep the free Colovian Kingdom of Kvatch and its client states separated from the Longhouse Emperors of the Second Era. The Great War passed Sutch by almost completely, with the population still remaining small and of little import to the passing Dominion forces at the time. It experienced a population boom after the Great War, with many Redguards loyal to the Empire leaving the now independent Kingdom of Hammerfell. The current Countess of Sutch is the Redguard Saban Al-Rihad, whose family bought extensive parcels of land in the Imperial Reserve from the Mede Dynasty in 4E 110 to recolonise Sutch. Settlements:- Township of Sutch:
- Legionnaire’s Landing:
- Camp Nagorm:
- Breda’s Deep:
Forts:- Fort Sutch:
- Fort Hastrel:
- Fort Ontus:
{Island of Grand Topal: Topal Bay}
Located in the Niben Bay, south of Leyawiin and sandwiched between the independent state of Argonia and the Khajiit kingdom of Pelletine, Grand Topal is a large volcanic tropical island known for its colourful mimicking birds and unique mixture of Argonian and Nibenese customs. Grand Topal has passed hands between native Argonian tribals, factions of pirates, the Argonian city of Gideon, the Khajiit city of Senchal and the Nibenese city of Leyawiin more times than can be counted. Conquered finally by the Septim dynasty during the Third Era to secure Topal Bay, Grand Topal has remained in relative peace under Imperial governorship. The Great War ended the peace when the Dominion Navy ransacked the port of Pilot’s Landing and used it as a staging ground for their incursion into Cyrodiil’s Niben Valley. Since reclaimed by the Empire, Grand Topal has enjoyed a period of renewed investment as the Imperials seek to use it to secure their ownership of the Topal Bay.
The current Governor of the island is the Khajiit dro-Zantin Storm-Claw, a retired and decorated Imperial Commadore.
Pilot’s Landing:
Tluch:
Fort Topal:
{Island of Stirk: Abecean Sea}
Once a tropical island paradise located south-east of Anvil, the Island of Stirk is now largely barren and burnt. Initially colonised by the Ayleids, it was abandoned after the fall of their civilisation. Much of the white-stone ruins still remain, but they are charred and blackened. Used intermittently by pirates, the island was only settled properly during the Third Era after Tiber Septim’s conquest of Alinor. A port with a fort were constructed to push piracy out of the Abacean Sea, and the lush Island remained in Imperial control until the Great War. As part of the Dominion invasion of Cyrodiil, the Aldmeri Navy assaulted Stirk in a quick and brutal attack. Instead of facing the forces stationed on the island, they launched a devastating magical attack to burn out the defenders. The port was sacked and the fort was reduced to ruin by the attack. The Imperial garrison was completely annihilated before word could be passed to nearby Anvil of the impending attack. The event became known as the Massacre at Stirk. The island has been repopulated in recent years as the Imperial Navy seek to reclaim control of the Abecean Sea, a new fort, dockyards and town have been constructed to see to the defence of the island.
The current Governorship of the Island of Stirk is suspended, and the office is being ran by the Nibenese Legate Quintus Armali in an active-duty position.
Abec’s Mooring:
Township of Stirk:
Fort Stirk:
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ThreeDawg
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Voice of the Wastes
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Post by ThreeDawg on May 16, 2019 5:54:04 GMT -5
Nova Orsinium Dominant Faction: The Cyrodilic Empire. Located in the Dragontail Mountains in a region once known as Craglorn, Nova Orsinium is the youngest of Tamriel's provinces. After reaching provincial status during the Septim dynasty, the Orsinium located in the Wrothgarian Mountains was destroyed during the early Fourth Era. Orsinium refugees moved out of High Rock and into Craglorn, a region inhabited by Redguards, Nords, Colovians, Bretons and the elusive clans of Iron Orcs. The cosmopolitan region had recently gained independence from the Cyrodiilic Empire, under the control of the unified city of Dawnstar. Led by a particularly gifted and charismatic King, the Orsinium Orcs struck up an alliance with the Iron Orcs in the region to return Craglorn to Orcish control unseen since the middle of the Second Era. The two peoples integrated closely as a war with Dawnstar swept the region. Dawnstar was cut off from making alliances with the cities of High Rock, who were more than happy to see the Orsinium Orcs stay out of their province. Nor did the cities in Hammerfell or Skyrim move to interfere, all of which wanted Dawnstar to become weak so they could press their own claims upon the region as they had during the Third Era. They turned to the fledgling Mede dynasty in Cyrodiil for aid and found none, as the region had been quick to secede from the Empire mere decades before. In reaching out to Cyrodiil, they brought the eye of the Imperial Dragon upon Craglorn. Imperial ambassadors struck out an accord with the Orsinium Orcs. In return for military aid and logistics support and continued Provincial status for Orsinium, the Orcs would retake Dawnstar and the Craglorn region for the Empire. It was the best of a bad situation for both sides, the Orcs would gain friendship in the Mede dynasty and the Empire would show the provinces that further secesion (as had already happened with Argonia, Elsweyr, Valenwood and Alinor) would not be treated so lightly. Dawnstar was quickly defeated by the newly formed Orsinium Legion and their Cyrodiilic counterparts. The city was spared the ravages that had befallen the previous Orsinium and an Imperial Regent was put in charge of the city-state. Gotwold, King of Orsinium and Dawnstar was crowned in an extravagant Imperial ceremony by the Emperor himself and given leave to govern the region of Craglorn and Dawnstar as he saw fit, and granted gifts and boons with which to facilitate building up the new Province. His first act was renaming the region Nova Orsinium and to begin construction of a capital city that would suite the Orcs. The unity of Orsinium and Iron Orcs has held, for now, although many of the Iron Orcs choose to live secluded in their ancestral holds. King Gotwold extended an offer of allegiance to the racial allies of ancient Orsinium. Goblin and Ogre clans of the region were offered an ultimatum, be pushed from the region or join Orsinium as citizens. Many took it, those who did not were forced out in a series of bloody wars to reclaim the region. Together, Orsinium Orcs, Iron Orcs, Goblins and Ogres built a grand new city, Nova Orsinium, amidst the Dragontails. A city of outcasts, built from Malacath's children for Malacath's children. The city was built from stone quarried in the region, and its fortifications reinforced in iron and steel, as is the Iron Orc way. A steadfast ally to the Empire for centuries now, the Kings of Nova Orsinium maintain, defend and tax the only major trade route from Cyrodiil to High Rock. The Cult of the Celestials has maintained a presence in Craglorn since the Second Era, when they claim the constellations in the sky themselves came to Tamriel and conquered the region by enslaving the Iron Orcs with the magical mineral Nirncrux once found abundantly in the region. This mineral is now extremely rare, with Iron Orcs keeping the location of the active veins a closely guarded secret. Nova Orsinium's monopoly on the Nirncrux trade has given it extremely wealthy reserves, and made the Iron Orc clans rich in the process. Geography A harsh region, Craglorn is rugged and mountainous. Southern Craglorn is a dry wasteland, spattered with greenery around water sources. Northern Craglorn is rocky and sparsely forested. South and Southwest of Craglorn lies the arid steppes of northern Hammerfell. To its North and across the Dragontails, Skyrim's war-torn Reach. East lies the Colovian heartlands, woodlands and the city of Chorrol. West, the hilly woodlands of Evermore in High Rock. The region maintains a singular wide Imperial road linking Chorrol to Elinhir, Elinhir to Dawnstar, Dawnstar to Nova Orsinium and Nova Orsinium to Evermore. Imperial forts staffed by the Orsinium Legion guard the passes that border independant Hammerfell. Interestingly the region maintains no Thalmor Embassy, perhaps because the Aldmeri Dominion refuse to acknowledge the righthood of the Orsimer to host their own kingdom. Farming is hard in these hills, but Orcs are used to such conditions and know the secrets. Wooly Worms, Mammoths (of a species smaller than Skyrim's), mountain goats and shaggy-haired horses all graze the region under the care of Orsinium's denizens. Welwa, four-eyed furry predators that are native to the region, are kept as beasts of war and companions by the region's Orsimer. Locations:{ 1: Nova Orsinium: The New Kingdom} City of Nova Orsinium:Settlements:- Camp Korai:
- Lubgash Stronghold:
- Camp Thunderfall:
- Grand Shrine of Malacath:
- The Spellscar:
- Bloodcrux Stronghold:
- Malacath’s Pit:
- Lubrak Stronghold:
- Chiselshriek Mine:
Forts:- Skyreach Hold:
- Dragon Keep:
{ 2: Dragonstar: Northern Craglorn} City of Dragonstar:Settlements:- Craglorn Gates:
- Narbath:
- Heldorn Mount:
- Elsvik Mine:
- Camp Lothnak:
- Irontusk Mines:
- Nede’xi Caverns:
Forts:
{ 3: Elinhir: Southern Craglorn} City of Elinhir:Settlements:- Rahni’za:
- Belkarth:
- Hakkvid:
Forts:
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ThreeDawg
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Voice of the Wastes
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Post by ThreeDawg on May 16, 2019 9:31:04 GMT -5
High Rock Dominant Faction: The Cyrodilic Empire. The province of High Rock is home to the mercantile Bretons. This race of mixed Mer and Man blood came about from the mixing of bloods during the fabled Merethic Era. It is theorized, by both cultural references and magical divination, that the oldest known structure in Tamriel, possibly on Nirn, lies in High Rock. The great Adamantine Tower on the Isle of Balfiera is steeped in myths. Most of these myths point to this location being the place where the Aedra came to discuss the traitor god's betrayal and how to punish him. Eventually, as with all of Tamriel, the Aldmer settled this province, ousting the native Betmeri. The land was host to the Direnni clan of Aldmer, similar in stature and status to the Altmer of today. The Direnni ruled over the Nedic populace that had moved south from Skyrim, taking slaves in a similar manner to the Ayleids of Cyrodiil without the use of Daedric allies. The Direnni were truly a power to be reckoned with, at one point they expanded south into modern-day Hammerfell and north into Skyrim. Overall the Direnni conquered at least one quarter of Tamriel from Mer and Man alike. This expansionist stance eventually backfired as the Direnni reached the end of their limits and halted their lines. Throughout Tamriel those Mer that had Man as slaves would often interbreed with them, created Manmeri that were unwelcome by both. These Manmeri congregated in modern-day High Rock, where there was a higher-than-average proportion amongst the Direnni cities. Eventually, the Direnni began to lose power on their borders and retreated back to High Rock. Overtime the Manmeri, becoming more Man then Mer, evolved into what are today known as Bretons. They shared a history, one of slavery and servitude, as well as a language and a common culture. However they warred amongst each other, they faltered on a political level. But it wasn't through force that the Bretons came to claim High Rock as their own, it was through mercantile power. The Bretons of High Rock integrated themselves whole into the receding Direnni culture. Eventually, beset on all sides by enemies and running low on numbers, the Direnni clan retreated to the Isle of Balfiera. Eventually that too wasn't enough and the Direnni clan was absorbed into the Breton bloodline. The Direnni clan left its mark on Breton culture. The modern-day province of High rock was split into warring city-states so numerous I won't even try to name them all in this book but it was said that you could “Show a Breton a rock and he’d name himself king of it”. Numerous wars occurred, not counting the wars between the various city-states. The Breton states only banded together to fight the encroaching forces of Nords, Redguards and to sack the Orc-kin of Orsinium, multiple times. Tiber Septim did conquer the province during the Tiber Wars, however he failed to stop the various factions from warring with each other. Peace didn't come until the fabled 'Miracle of Peace', or the 'Warp in the West'. A fabled Dragon Break occurred and the resultant loss of land, life and wealth left only six greatly expanded kingdoms: Wayrest, Evermore, Daggerfall-Camlorn, Shornhelm-Northpoint, Farrun and Jehenna. Of all the provinces of Tamriel, High Rock was the least unaffected by the Great War. In fact after the Red Year, the Great War and the resultant Civil War in Skyrim, High Rock could be considered the best-off province of the Empire. Geography: High Rock is similar in geographical terms to its name. It is a mountainous region of plateaus and isolated valleys. The north bares resemblance to the tundra of Skyrim, glacial mountains and clear-blue streams form rivers that cut through the plains. Towards the south the land becomes slightly more arid, similar to northern Hammerfell. The Illiac Bay is the most prominent feature of High Rock, as most of the city-states are based around its shores. It was from this access to the sea that the Bretons found such an aptitude for trade. Locations:{ 1: Kingdom of Wayrest: Stormhaven} City of Wayrest:Settlements:- Monastery at Alcaire:
- Meir Thorvale:
- Principality of Koeglin:
- Markwasten:
- Steelheart Mines:
- Steelheart Moorings:
- Thalmor Embassy at Firebrand Keep:
- Portdun Creek:
- At-Tura Estate:
- Downcreek Fields:
- Pariah Abbey:
- Norvulk Hills:
- Farangel’s Landing:
- Wind Keep:
- Dro-Dara Farms:
- Imperial Mooring:
- Black Scarp:
- Vermeir:
Forts:- Cumberland’s Watch:
- Friendship Gate:
- Aphren’s Hold:
{ 2: Kingdom of Evermore: Bjoulsae Valley} City of Evermore:Settlements:- Murcien’s Hamlet:
- Mournoth Springs:
- Northglen:
- Camp Kerbol:
- Viridian Watch:
- Dunkarn Farmland:
Forts:- Storm Talon Temple:
- Lakewatch:
- Bangkorai Pass:
{ 3 & 4: Kingdom of Daggerfall-Camlorn: Glenumbra Peninsula} City of Daggerfall:City of Camlorn:Settlements:- Bad Man’s Mine:
- Prophet’s Docks:
- Reich Gradkeep:
- Delayne’s Mill:
- Dourstone Village:
- Glenpoint:
- Illesen Hills:
- Shepshed:
- Beldama Wyrd Tree:
- Westry:
- Aldcroft:
- Mines of Khuras:
- Eagle’s Brook:
- Meir Darguard:
- Crosswych:
Forts:- Farwatch:
- Baelborn Castle:
- Valewatch:
- Drasan’s Keep:
- Moonguard:
- King’s Guard:
- Cryptwatch:
{ 5 & 6: Kingdoms of Shornhelm and Northpoint: Rivenspire} City of Shornhelm:City of Northpoint:Settlements:- Crestshade:
- Tamrith:
- Shornhelm Steel Company:
- Silverhoof Vale:
- Hinault:
- Atmoran Dig:
- Moira’s Hope:
- Hoarfrost Down:
- White Haven Farms:
- Thorkan:
- Fell’s Run:
- Normar Heights:
Forts:- Ravenwatch:
- Lorkrata Castle:
- Old Fell’s Gate:
{ 7: Kingdom of Farrun: Old Wrothgar} City of Farrun:Settlements:- Cloud Spring:
- Torug’s Folly:
- Karthgran Vale:
- Shroudbreaker Mine:
- Frost Creek Dig:
- Drowned Prince Mine:
- Morkul Stronghold:
- Alduin’s Jaw:
Forts:- Frostbreak Castle:
- Exile’s Barrow:
- Merchant’s Gate:
{ 8: Kingdom of Jehenna: Western Reach} City of Jehenna:Settlements:- Dunlain Falls:
- Shatul:
- Orkey’s Crag:
{Island of Balfiera: The Direnni Isle}
Mersport:
The Direnni Tower:
{Principality of Betony: Emerald Isle of Betony}
Stoneport:
Town of Betony:
Greenfield:
Monastery of Phynaster:
{Island of Kevalla: The Freeport}
Westport:
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ThreeDawg
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Voice of the Wastes
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Post by ThreeDawg on May 17, 2019 6:11:59 GMT -5
Skyrim Dominant Faction: The Cyrodilic Empire. Skyrim, otherwise known as the 'Fatherland' or the 'Old Kingdom', is (according to modern sources) the first region on Tamriel inhabited by Man. Of course Mer (and before them Betmeri) were present throughout the region before the arrival of Man. The original inhabitants of Skyrim are unknown to modern scholars, although it is theorized that beings similar to the Giants or Reiklings of Solstheim are a possible Betmeri race that originally inhabited Skyrim as the island of Solstheim bares a remarkably similar geographical state, fauna and flora to that of Skyrim. Although another form of Betmeri may have existed in Skyrim as it is claimed that the renowned Skyforge of Whiterun was there before Man arrived and that even the Falmer had no knowledge of who built it. After the Aldmeri colonization of southern Tamriel came a wave of Aldmeri clans fascinated with the land of Skyrim. These Aldmer eventually became the Falmer or 'Snow Elves' of the older Nordic legends. But the Falmer are by no means a myth and some even claim their continued existence (albeit in a far more degraded form) in the dark cavernous underbelly of Skyrim. The Falmer created a vast kingdom with their capital lay somewhere in the northern glacial valleys of Skyrim although its current location is a mystery to modern archaeologists. Dwemer also settled Skyrim, beginning in the eastern Velothi Mountains before expanding steadily westwards. Dwemer were present throughout Skyrim's history, warring amongst themselves and the other races (although they rarely had a defeat at the hands of other races of Man or Mer) or living in a tenuous peace until their race's disappearance. Man began to arrive during the peak of Mer rule over Skyrim. At first small vessels laden with explorers would arrive upon the rocky northern shore. The Atmorans, as they are known today, were welcomed with intrigue by the Falmer who acted as remarkable hosts to the early explorers. The two races shared stories, but kept secrets as even at this early age there was a distrust between the two. Eventually, more and more of the Atmorans began to arrive. Their ships grew larger and in the place of explorers came colonists although a more accurate description of them would be refugees as the Atmorans had troubles of their own forcing them south from their native continent of Atmora. Atmorans began to spread, becoming known instead as the Nedes, and some even left the confines of Skyrim (it was around this time that Nedic explorers encountered cultures like the Ayleids, Khajiiti and the Direnni). Atmorans, lead by the clan of Ysgramor, began to far outnumber those of the native Falmer and the Falmer reacted to this with hostility. It is unknown why the Falmer did so, most believe that the Falmer saw Man as being a lesser race or that they mistrusted the Dragon Cult religion of Atmora (an even wilder source claims that the early Atmoran settlers uncovered an ancient artefact of power and hid it under their capital). In any case, the Falmer descended upon the Atmoran capital of Saarthal and massacred the people in an event known as the Night of Tears. Legends tell of only Ysgramor and his sons being left alive to return to Atmora, but these are merely bardic tales. What is known is that Ysgramor and his two sons did indeed return to Atmora and marshalled an army of great warriors with his tales of the 'traitorous Mer' that inhabited the land. They eventually returned to Skyrim, now known as the Five Hundred Companions, and began their own genocidal campaign against the Falmer. Ysgramor sent each of his fleet captains, along with their crews, on their own paths of destruction and colonization. By the time of Ysgramor's death, the Nedic people of Atmoran decent were the complete rulers of Skyrim as the Falmer had been pushed into secluded enclaves or fled towards the other kingdoms of Mer. It took up to five hundred more years for the Falmer to fall out of historical records, finally succumbing to continued Nedic assaults across Skyrim and Solstheim. It was also by this time that the Nedic people had relinquished all holdings on their native Atmora as the northern continent had succumbed to a climate change that iced the land's green shores. Skyrim had fully fell into the hands of Man, becoming the first province to do so, and the newly-named Nords created the First Nordic Empire, or what could be considered Man's first empire. Nordic control expanded to northern High Rock, Cyrodiil and the entirety of Morrowind during this period known as the Nordic Conquests but as the last of Ysgramor's line died the Nords slowly lost all of their conquests and their empire. Skyrim became divided amongst the Holds, each led by a Jarl. The Jarls elected a High King to rule over Skyrim in a gathering known as the Moot. This method of governing Skyrim is still in use today. Skyrim was the first province to join Tiber Septim's empire as Tiber himself was a Nordic (or stories claim even Atmoran) warrior known as Talos and has ever since been a solid supporter of the Empire (bar the recent Civil War in Skyrim). It was also during this time that the last vessels came from Atmora, the very last one reported to have the majority of its crew dead and the few survivors claiming that Atmora had finally succumbed to the ice. During the Oblivion Crisis Skyrim suffered along with the rest of the Empire as Imperial troops were pulled back to defend Cyrodiil. Skyrim suffered also during the Great War as it was Skyrim's troops that spilled blood retaking the Imperial City from Thalmor hands. This also meant that the Reach, a region formerly considered part of High Rock in ages past, was retaken by its natives. Skyrim eventually reclaimed the Reach, thanks to the efforts of Ulfric Stormcloak and his men, for the Empire and a Nordic Jarl was reinstated. After the signing of the White-Gold Concordat and the imprisonment of Ulfric Stormcloak for offences of Worshiping Talos, Skyrim fell into a state of unrest. Many Nords refused to cease worshiping Talos and when the influential Ulfric Stormcloak returned to Whiterun and was given the title of Jarl by his people the Skyrim Civil War erupted. Soon after came the feared Dragon Crisis. The civil war ended with the death of Jarl Ulfric Stormcloak at the Battle of Whiterun at the hands of General Tulius and his Nordic Legate, Rikke. His faction never resurfaced to the point of contesting the Empire again, instead choosing to fight a small-scale guerrilla war against the Empire throughout Skyrim. On the matter of Dragons: Tales of the so called 'Last Dragonborn' of prophecies abound throughout Skyrim's Bardic circles. Of course such sources are often contradictory to each other and without the Dragonborn present for a first-hand source I can only guess at how she ended the apparent threat of the legendary dragon-god Alduin or if she even did at all. Geography: Skyrim is a land as rugged as its people. It is famous for its mountains, five of which are some of the highest in Tamriel (and after the eruption of Red Mountain, the Throat of the World is indeed the tallest). Central and eastern Skyrim is relatively flat tundra compared to the rest of Skyrim and it is here that the majority of the population resides in farming communities. This flat land is temperate compared to the frozen northern coasts yet the winters are often harsh. The northern coast joins onto the Sea of Ghosts which separates it from Atmora. Icebergs often separate from Skyrim's glaciers and the ice-shelf that is now Atmora and float into the Sea of Ghosts, making Skyrim's shore a hazardous place to all but the most experienced sailor and serving to chill the sea and its coast. The North-eastern shore of Skyrim is in fact covered in glaciers, the city of Winterhold being built on the cliffs overlooking the sea. This is in contrast to the more mild northwestern shore where the great rivers and glacial runoff has created a marshland. The rest of Skyrim consists of canyons, crags and mountains separated by rivers and the occasional valleys. Locations:{ 1: Haafingar: Capital of Skyrim} City of Solitude:Settlements:- Mor Khazgur Stronghold:
- Dragon Bridge:
- Thalmor Embassy to Skyrim:
- Katla’s Farm:
Forts:- Northwatch Keep:
- Pinefrost Tower:
- Fort Hraggstad:
- Widow’s Watch:
- Castle Volkihar:
{ 2: Hjaalmarch: Drajkmyr marsh} City of Morthal:Settlements:- Dunstad Grove:
- Windstad:
- Stonehills Mine:
Forts:
{ 3: The Pale: The White Shore} City of Dawnstar:Settlements:- Dunpar Wall and the Hall of the Vigilants:
- Heljarchen Creek:
- Lorieus Farm:
- Laintar Dale (nightgate inn):
- Anga’s Mill:
Forts:- Nightcaller Templer:
- Fort Dunstad:
{ 4: Winterhold: The First Hold} City of Winterhold:Settlements:- College of Winterhold:
- Amol Mines:
Forts:- Driftshade Refuge:
- Fort Felhammer:
- Snowpoint Beacon:
- Fort Kastav:
{ 5: Eastmarch: Velothi Mountains} City of Windhelm:Settlements:- Hollyfrost Farm:
- Hlaalu Farm:
- Brandy-mug Farm:
- Kynesgrove (Dragon Wood):
- Narzulbur Stronghold:
- Gloombound Mine:
- Darkwater Crossing:
- Mixwater Mill:
Forts:- Refugee’s Rest:
- Morvunskar:
- Gallow’s Rock:
- Pargran Prison:
- Fort Amol:
- Mistwatch:
{ 6: The Rift: Lake Honrich} City of Riften:Settlements:- Ivarstead:
- Sarethi Farm:
- Northwind Mine:
- Shor’s Stone:
- Vernim Mine:
- Corigate Farm:
- Heartwood Mill:
- Largashbur Stronghold:
- Goldenglow Estate:
- Snowshod Farm:
Forts:- Nilheim:
- Sunguard Tower:
- Treva’s Watch:
- Nimalten Watchtower:
- Faldar’s Tooth:
- Shor’s Watchtower:
- Fort Greenwall:
- Fort Dawnguard:
- Darklight Tower:
{ 7: Whiterun Hold: Mammoth Steppe} City of Whiterun:Settlements:- Rorikstead:
- Pelagia Farm:
- Battle-Born Farm:
- Chillfurrow Farm:
- Honningbrew Meadery:
- Riverwood:
- Embershard Mine:
- High Hrothgar:
Forts:- Fort Greymoor (Black Moor):
- Western Watchtower:
- Whitewatch Tower:
- Fellglow Keep:
- Valtheim Towers:
{ 8: Falkreath Hold: Jerall Mountains} City of Falkreath:Settlements:- Bilegulch Mine:
- Granitehall (Hunter’s Rest):
- Half-Moon Mill:
- Lakeview:
- Pinewatch:
Forts:- Bannermist Tower:
- Oakwood Keep (Llinalta’s Deep):
- North Keep Watchtower:
- Cracked Tusk Keep:
- Craglorn Pass:
- Peak’s Shade Tower:
- Helgen:
- Skybound Watch:
- Fort Neugrad:
- Bloodlet Throne:
- Falcrenth Pass:
{ 9: The Reach: Reachman Country} City of Markarth:Settlements:- Karthwasten:
- Kolskeggr Mine:
- Salvius Farm:
- Left Hand Mine:
- Dushnikh Yal Stronghold:
- Old Hroldan:
Forts:- Harmugstahl:
- Broken Tower Redoubt (Amber Guard):
- Lainalten Towers:
- Bleakwind Bluff:
- Sky Haven Temple:
- Dead Crone Rock:
- Fort Sungard:
- Cradlestone Tower:
{Island of Olenveld: The Dead Isle}
Deadfrost Mooring:
Ruins of Olenveld:
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ThreeDawg
Administrator
Voice of the Wastes
Posts: 1,219 Likes: 33
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Post by ThreeDawg on May 17, 2019 9:46:39 GMT -5
Morrowind Dominant Faction: The Cyrodilic Empire. Morrowind is definitely an intriguing province both historically and geographically. The original Betmeri denizens of Morrowind, if any, are unknown. It is theorized that the Dreugh of Eastern Tamriel were once the ruling civilization over Morrowind, located along the coast in the water-born stages of their life and inland during their one year Krevinasim life-phase. The first known inhabitants of the province of Morrowind were the Dwemer, a clan of Aldmer, who settled here fleeing Aldmeri civilization where they were considered 'godless heathens' due to their philosophical focus on engineering, alchemy and logic. Indeed during this time the land known as Morrowind was called Dwemerith after its hosts and the Dwemer built great cities around Morrowind and centred their civilization on the island of Vvardenfell and the great Red Mountain... Eventually another group of Mer arrived from the Aldmeri civilization called the Chimer, who were led to these lands by the Daedra-worshiping prophet Veloth. The Chimer eventually abandoned their nomadic lifestyle and began to settle the land, in the process creating their own civilization and a Daedra-inspired religion. The Chimer, like their Aldmeri ancestors, saw the Dwemer as heathens and their lack of gods an affront to their own. The Chimer began a period of light but consistent raids on Dwemer settlements, followed by battles for territory between the two peoples. It wasn't until the Nordic Empire invaded during the First Era that peace was created between the two races of Mer. The Nords came seeking land and the destruction of Mer, as they had done with the Falmer of Skyrim, and indeed managed to conquer the majority of mainland Morrowind. It was a peace-treaty signed by Indoril Nerevar Moon-and-Star, a Chimer king, and King Dumac of the Dwemer that allowed the two races of Mer to combine their might and push the Nordic invaders across the Velothi Mountains. One Dwemer clan of note refused this peace, leaving Dwemeris and settling in modern-day Hammerfell. The First Council was created, a combination of Chimer and Dwemer nobles. The Chimer nobles themselves created the Great Houses of today. This peace failed to last, resulting in the War of the First Council and the Battle of Red Mountain. Chimer fought Dwemer over the tampering of the Heart of Lorkhan by the Dwemer High Priest Kagrenac. Dumac, not knowing of this tampering with the Heart and the attempts to create the Numidium, refused to surrender the Heart. The once friends Nerevar and Dumac were forced to come to blows during the Battle of Red Mountain. Accounts vary as to what happened, but by the end of the battle both Nerevar and Dumac lay dead. The Dwemer race had disappeared from Tamriel and the Chimer were forever changed into the Dunmer of today. Nevarine's personally advisers, his Tribunal, managed to attain god-like powers during this Battle. It is unknown how, but theorized that they too tampered with the Heart of Lorkhan after Nevarine's death. They also fought and entombed the Chimer general, Voryn Dagoth in the Red Mountain. Legends say that Azura, displeased with the death of Indoril and the god-hood of the Tribunal cursed the Chimer into the Dunmer and caused the first eruption of Red Mountain, forever changing the landscape of Morrowind. Some of the Dunmer began to degrade, returning to their nomadic lifestyle and maintaining their Daedra worship. These tribes are known as the Ashlanders, for their continued survival amongst the Ash Wastes of Vvardenfell. The rest of the Dunmer people began to worship the Tribunal, who aided their people in building cities and making a place for themselves in the world. It was around this period in time that a great Blight began to spread itself from the Red Mountain, carrying diseases both magical and physical with it across Vvardenfell. The Dunmer erected the great Ghost Fence around Red Mountain, powered by the souls of their Ancestors that kept the Blight from ravaging Vvardenfell. A number of times races from Akavir attempted to invade Morrowind, often being fought back by Dunmer, and only succeeded once before begin repelled by the Cyrodiilic forces. The Dunmer secured their borders against the Nords of Skyrim, began raiding Black Marsh for Argonian slaves and even intimidated the Cyrodiilic Empires into staying away from their borders with their powerful armies supported by their Tribunal. Eventually they succumbed to the rule of the Septim Empire, as the last province to do so, but only a couple of battles were fought before a treaty was written that allowed the Dunmer to keep the sacred laws and customs of their Tribunal. During the Third Era, the ancient Chimer general Voryn Dagoth arose from Red Mountain as Dagoth Ur, threatening the Dunmer people with the Blight and the new disease known as Corprus, which provided immortality to the host at the expense of their mental and physical well-being, resulting in mindless degenerative Corprus Beasts. The Nerevarine Prophecy came to pass, the rebirth of Nevarine at the hands Azura resulted in the supposed destruction of the Heart of Lorkhan, the death of Sotha Sil, Almalexia and Dagoth Ur. Leaving Vivec, the last of the Tribunal, without his godhood. The Oblivion Crisis hit Morrowind hard. With the loss of their Tribunal a few years beforehand at the hands of the Nerevarine Prophecy the Dunmer were unprepared for the Daedric Invasion that resulted in the destruction of a number of their cities. Even after the end of the Oblivion Crisis Morrowind's suffering was not done. At the start of the Fourth Era with the disappearance of Vivec the great floating body the Ministry of Truth (that he suspended above the city of his namesake when it began to fall) began to fall. The Dunmer managed to halt this, for a short time, by (I believe this was the case) utilizing the souls of specific living volunteers. For reasons unknown to me this either failed or was sabotaged and the Ministry of Truth fell with all the velocity it originally held. The greater portion of the city of Vivec was destroyed instantly, its denizens vaporized by the blast, but what followed was unprecedented destruction. The shock of the Ministry of Truth colliding with Vivec caused the second eruption of Red Mountain. The year came to be known as the Red Year, because the explosion destroyed the majority of Vvardenfell and even covered mainland Morrowind (and parts of Solstheim) in ash. The eruption levelled cities, incinerating their citizens or leaving them trapped underneath the ash. To make matters worse for the Dunmer their weakened state left them open to a vengeful attack from the newly-independent state of Argonia, which raided and sacked southern mainland Morrowind (which had largely survived the explosion of Red Mountain intact) and killing the majority of the Dunmer they came across. Eventually the troops of House Redoran fought back the invaders but Morrowind was left largely uninhabitable, most of its diverse fauna and flora became extinct or very rare and the Dunmer had fled to other provinces, most noticeably Skyrim and the island of Solstheim, which Skyrim granted to the Dunmer refugees. Since then the Dunmer have begun to return, rebuilding cities from their new capital of Blacklight on the northern shore of Morrowind. Geography:Morrowind was once a diverse region of grasslands, woodlands and the ever-present ash wastes of Vvardenfell. Ash-storms were common throughout the majority of Vvardenfell and even mainland Morrowind, meaning that the life forms of Morrowind were well adapted to this life that would look completely alien to the majority of Tamriel. Creatures like deer, well known throughout Tamriel, are replaced by insects the size of wolves and bears that the Dunmer hunt, farm and even ride. Most notable are the twenty foot tall Silt Striders, crab like animals that the Dunmer use as mounts, and the jelly-like Netch that are often farmed. Now the mainland is mostly ash waste and Vvardenfell is inhospitable. The old woodlands are merely petrified stumps of the former regions and life struggles to survive the poisoned atmosphere and the common darkening of the sky as the Red Mountain continues to belch forth ash storms into the sky. It is indeed a sad sight, especially if like me you had travelled there beforehand. Locations:{ 1: Northern Velothis: House Redoran Lands, New Capital of Morrowind} City of Blacklight:Settlements:- Hozzin’s Folly:
- Bleakrock Village:
- Nord’s Rest Mine:
- Lurdamok Stronghold:
- Ashbiter Kwama Mine:
- Grobol Tribe:
- Cormar Dockyard:
- Cormar:
- Dromec’s Hole:
- Bethorm:
- Grokuul Tribe:
- Orchunter Kwama Mine:
- Greywater Ashlander Camp:
- Drobunuk Stronghold and Mine:
- Redoran Ebon Mines:
- Verarchen Village:
- Ashman Farmland:
- Karththor:
- Rift’s Approach Mine:
- Riverbridge Farms:
- Yarub Gol Tribe:
- Stonefalls Village:
Forts:
{ 2: Stonefalls: House Sadras Lands} City of Kragenmoor:Settlements:- Ugrit Yor Stronghold:
- Greymist Mines:
- Lukiul Uxith:
- Hrorgar’s Hold:
- Iliath:
- Sulfur Pool Farmlands:
- Sathram Estate:
- Shadras Caverns:
- Davenas:
- Ruins of Oaktown:
Forts:
{ 3: Ebon Mountain: House Dres Lands} City of Ebonheart:Settlements:- Steamlake Ashlander Camp:
- Emberflint Kwama Mine:
- Ruins of Othrenis:
- Ruins of Senie:
- Eaglemoor Mines:
Forts:
{ 4: Bal Foyen: House Redoran Lands} City of Davon’s Watch:Settlements:- Stonefang Tribe:
- Stillwater Tribe:
- Ashhopper Camp:
- Strifeswarm Kwama Mine:
- Bal Foyen Dockyard:
- Dhalmora:
- Thieves Treasure Mine:
- Bitterspring Mooring:
- Darnim Watch:
- Goltora Ashlander Camp:
- Acidgut Kwama Mine:
- House Mora Estate:
Forts:
{ 5: Deshaan: House Ra’athim Lands, Ancient Hlaalu lands} City of Narsis:Settlements:- Obsidian Gorge Ashlander Camp:
- Muth Gnaar:
{ 6: Almalexia: House Indoril Lands, Old Capital of Morrowind} City of Mournhold:Settlements:- The Almsivi Tribunal Temple:
- Ixleel Kwama Mine:
- Shad Astula Academy:
- Avayan:
- Selfora:
- Eidolon Temple:
- Silnim Dale:
- Corkarth Docks:
- Cordown Mine:
- Silent Mire:
- Darkshade Kwama Mine:
Forts:
{ 7 & 8: Telvanni Peninsula and Archipelago: House Telvanni Lands} City of Tel Mar:City of Telvannis:Settlements:- Tel G’nos:
- G’nos Mines:
- Icefire Mine:
- Snowdigger Kwama Mine:
- Tel Koth:
- Tel Pado:
- Tel Ruon:
- Ruins of Firewatch City:
- Tel Mar Docks:
- Granta Mines:
- Northpoint Ashlander Camp:
- Ruins of Old Falls:
- Ruins of Tel’dravith:
- Tel Morgath:
- Mage-Eater Kwama Mine:
- Ruins of Glen Haven:
- Ruins of Tel Hardn:
- Tel’thoth Heights:
- Redwater Ashlander Camp:
- House Kabor Mines:
- Ruins of Tel’kabor:
- House Droth Mines:
- Ruins of Greenheights:
- Tel Nobar and Gorne Mooring:
Forts:- Firewatch Castle:
- Tel Bordarn Keep:
- Korgath’s Towers:
- Molag’s Teeth:
- Redwater Keep:
- Ruins of Helnim Wall:
- Ruins of Glade Watch:
{ 9: Azura’s Neck: House Indoril Lands} City of Necrom:Settlements:- Ruins of Scarvin:
- Ruinwalker Ashlander Camp:
- Ruins of Altmora:
- Mines of Gonderik:
- Rockskipper Kwama Mine:
- Tel Bardoon:
- Firerock Ebon Mine:
- Dragon Glade:
- Narmol:
- House Torin Estate:
- House Larbur Estate:
- Ebon’ro Landing:
- Amber Forest:
- East Empire Padomaic Dockyards:
- Corpserest Kwama Mine:
- Bone Fields:
- Ancestor’s Dig:
- Deadwater Docks:
Forts:- Torbal Keep:
- Sailen Vulgate:
{ 10: Solstheim: The Nordic Gift} City of Raven Rock:Settlements:- Northshore Landing:
- Castle Karstaag:
- Broken Tusk Mine:
- White Ridge Skaal Village:
- Snowclad Hall:
- Greater Skaal Village:
- Damphall Mine:
- Moesring Skaal Village:
- Thirsk Mead Hall:
- Raven Rock Mines:
- Hrodulf’s Mooring:
- Tel Mithryn:
Forts:- Fort Frostmoth:
- Highpoint Tower:
- Ashfallow Citadel:
{Ruins of Vvardenfell and Sheogorath: The Ruins of the Red Year}
{Island of Vounoura: The Morag Tong Retreat}
Vounoura Retreat:
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ThreeDawg
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Voice of the Wastes
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Post by ThreeDawg on May 20, 2019 7:01:01 GMT -5
Alinor, the Summerset Isles Dominant Faction: The Third Aldmeri Dominion. The old province of the Summerset Isles, recently renamed Alinor by the Aldmeri Dominion after the largest of the islands, are surely a sight to behold. The islands were home to the first Aldmer, who knew nothing of Tamriel or any of the other lands at the time. They settled the islands, erecting vast cities with their magicks and building the great Crystal Tower. Aldmeri explorers set out in each direction, charting the lands of Tamriel and possibly even Yokuda (although only the Tamriel explorer, Topal the Pilot, returned). It took the Aldmer a few more generations of exploration to gain the courage to venture onto this new land, but when they did they did so in very large numbers. Those that left, soon found themselves adapting to their new surroundings, those that stayed mocked their brethren for leaving and changing. Instead the Aldmer who stayed became the race of Altmer we know today, the High Elves. Through generations of careful breeding the Altmer have maintained what they say are the appearances and power of their Aldmer ancestors. Alinor holds a number of ruins, most notably Cloudrest atop its highest summit. This interesting example of a city is a mixture of architectural types, built atop each other by successive generations. The oldest of these ruins are built out of aged coral; a feat considering the mountain is miles from the ocean. This suggests that Alinor was once ruled by the Sload, before even the Aldmer came, or another sea-based race we have yet to discover or may never. The isles stayed largely out of Tamriel's history, instead choosing an isolationist policy. Their main threat was the pirates that harassed its shores, the Sload of Thras or their Sea Sload cousins which attempted to invade the island many times and the Maormer of Pyandonea who seceded from the government of Alinor and attempted invasion themselves many times. It wasn't until the Third Era that someone conquered the Summerset Isles, Tiber Septim and his third Empire had a hard fight considering the Altmer's aptitude for magic. The Oblivion Crisis hit the Altmer's homeland particularly hard. The Daedra, using unknown magicks, pulled down the Altmer's revered Crystal Tower on top of their very heads. The Thalmor, a minority group in the government, were given extra powers to help fight off the Daedric invasion and fight it off they did. The success of the Thalmor lead the Altmer people in their surge for Independence, officially seceding early in the Fourth Era (perhaps after seeing how little the Empire, which was in turmoil as it had no emperor, did to stop Black Marsh and Elsweyr from seceding). The new independent nation, renamed Alinor, was controlled by the Thalmor and soon they soon took Valenwood from the ailing Empire to recreate the old Aldmeri Dominion. Geography:Alinor is a land of pleasant grasslands and idyllic orchards. Much of the lands are sparsely wooded and Altmeri villages dot the landscape. The islands have few natural ports or coasts worthy of adapting into one. Not much else is there to speak of this land, other than that its beauty surpasses even that of Valenwood. It is only a shame the Altmer are far too suspicious of outsiders to allow people to visit, especially the 'lesser races' of Men and Betmeri. Locations:{ 1: Kingdom of Alinor: The Heart of the Dominion} City of Alinor:Settlements:- Riverwatch Port:
- Mine at Oric:
- Grand Sovereign Mines:
Forts:
{ 2: Princedom of Lillandril: Karnwasten Moor} City of Lillandril:Settlements:- College of the Sapiarchs:
- Corgrad:
- Marbrook Academy:
Forts:
{ 3: Divine State of Cloudrest: Aerie of Eton Nir} City of Cloudrest:Settlements:- Karthwasten Cove:
- Ruins of Crystal Tower:
- Like-Law Mine:
- Ebon Stadmont:
- Direnni Mining Company:
- King’s Haven:
- Tyrigel Village:
- Direnni Acropolis:
- Old Falls Mooring:
Forts:- White Guard Fortress:
- Karndar Watch:
{ 4: City-State of Shimmerene: City of Lights} City of Shimmerene:Settlements:Forts:
{ 5: Princedom of Sunhold: Red-Wing Roost} City of Dusk:Settlements:- Coral-Tomb Mines:
- Glenview Port:
Forts:
{ 6: City-State of Dusk: Shade Coast} City of Wayrest:Settlements:- Silverwood:
- Archen Grangrove:
- Dawning Mine:
- Midnight Dig:
Forts:
{ 7: Dominion of Firsthold: The Oldest Kingdom, Capital of Alinor} City of Firsthold:Settlements:- Belport Run:
- Greenwater Cove:
- Greenwater Docks:
- Harthold Farms:
- College of the Dominion:
- Mine at Ein Mor:
- Dawnbreak:
Forts:- Isle of Exiles:
- Castle Rilis:
- Castle Torinaan:
{ 8: City-State of Skywatch: The Sea-Complex} City of Skywatch:Settlements:- Glassbreaker Mine:
- Shatter Grove:
- Mathiisen:
Forts:
{ 9: Duchy of Vulkhel Guard: Trade Coast} City of Vulkhel Guard:Settlements:- Glistervale:
- Imga’s Grove:
- Phaer:
- Fairfields:
- Silsalen Point:
- Eastshore Village:
Forts:
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ThreeDawg
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Voice of the Wastes
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Post by ThreeDawg on May 20, 2019 8:51:40 GMT -5
Valenwood Dominant Faction: The Third Aldmeri Dominion. 'Tamriel's Garden', as it was once described, is the home of the Bosmer, the Wood Elves. Before its establishment as a unified nation, Valenwood was nothing more than a stretch of seemingly endless foliage that all but the locals would get lost amongst. Before the Aldmer began to colonize Tamriel, Valenwood was home to some of the most bizarre, and now rare, races. Beings such as: Centaurs, Satyrs, Minotaurs, Fairy Folk and even Hydra made their home in these ancient woods. But alas such creatures are now rare to find, although rumours persist of their continued presence and I myself have seen quite a few of them. But that is for another book. The only note of importance is that of all these races, only the Imga, Betmeri with the shape of great apes, have had a profound effect on the society of Valenwood. The Aldmer who settled this land became the Bosmer, returning to their wild roots and supposedly being taught their ways by a god known to them as Y'ffre. The Bosmer, following the laws lay down by Y'ffre, were sworn never to harm any plants and instead became purely carnivorous being, even cannibalistic. They began to roam the forest in clans and tribes, small groups of Mer that were little more than barbarians. It wasn't until the First Era that the Bosmer were united by a single figure. They banded together under this new King, who created the Cameron dynasty of Valenwood's kings and as a one they built the ancient cities that still stand today. It wasn't until the Thrassian Plague hit that Valenwood was sufficiently weakened for the Cyrodiilic Empire to expand its influence into this mystical land. The tumultuous time of the Second Era and its Akaviri Potentate lead the Bosmer to try and seek Independence from the empire. They ultimately failed, but without a unified government to call their own the Bosmer warred with every one of their neighbours and even each other. This was until the Maormer invaded, conquering Valenwood from the Bosmer. The Bosmer were freed from these foreign invaders by the Altmer of Summerset and with that the two races of Mer banded together to create the first Aldmeri Dominion, a predecessor of the one today. The Aldmeri Dominion lasted until the Tiber Wars of the Third Era, when Tiber Septim used the might of a combined Tamriel to defeat the Aldmeri Dominion and assert control over Valenwood and Summerset. Septim wisely chose to give each Bosmeri city relative Independence and for Valenwood to keep a Cameron King. All went well for a few generations until Bosmer began to grow tired of Imperial rule. The Cameron Uprising fell after 20 years of independent rule over Valenwood. The Empire retook Valenwood, yet the whole crisis had simply made the Bosmer wary of outsiders. The province began to withdraw into itself, the people itself even returning to their wild ways. It was in the Fourth Era, after the Oblivion Crisis had taken its toll on the province, that the Thalmor of Summerset invaded and seized control of Valenwood, recreating the old Aldmeri Dominion. Geography:Valenwood was once described as "a sea of endless green, a maze of foliage with half-hidden cities growing like blooms from a flower", a belief I share myself. The northern steppes that border Cyrodiil are vast woodlands with hundred-foot tall trees. This mystical ancient forest stretches downhill towards the coast, where it makes way for swamplands before reaching the sea. Possibly the most unique and fascinating feature of Valenwood are its giant migratory trees. So vast are these trees that the Bosmer of old built cities on them, cities still inhabited today. Although of late, some of the trees migrate no more. It baffles scholars and Bosmer alike as to why. Locations:{ 1: Grahtwood: Impenetrable Jungle} Rooted City of Elden Root:Settlements:- Moonmont Post:
- Cats-tooth Ridge:
- Rembruk Stronghold:
- Trinimac’s Fall:
- Stonesquare:
- Cormount Spring:
- Karthdar:
- Ridgewater Mine:
- Green Delle:
- Heimdar:
- Brakenleaf:
- Azurah’s Scratch:
- Eagle Vale Tribe:
- Town and Port of Haven:
Forts:- Lynpan Keep:
- Southpoint Keep:
{ 2: The Dominion of Marbruk: The Wilderking’s Court} City of Marbruk:Settlements:- Archenbreach:
- Tarlain:
- Longhaven:
- Town and Harbour of Greenheart:
Forts:
{ 3: Greenshade: Green’s Marrow} Walking City of Falinesti:Settlements:- Hectahame Temple:
- Vullain:
- Glenpoint Morass:
- Druzul Stronghold:
- Spriggan’s Rest Mine:
Forts:- Sanctuary Fortress and Dockyard:
{ 4: Dominion of Woodhearth: Drowned Coast} City of Woodhearth:Settlements:- Broke-Jaw Mine:
- Rootwater:
- Shademist:
- Port Vullain:
{ 5: Dominion of Velyn: Broken Coast} City of Velyn:Settlements:- Black Park:
- Deep Roots Caverns:
Forts:- Silmoor Keep:
- Breakwater Keep:
{ 6: Malabal Tor: The Scorched Heart of the Bosmer} Rooted City of Silvenar:Settlements:- Treehenge Monastary:
- Ruins of Wilding:
- Baandari Post:
- Vulkwasten:
- Valeguard:
- Tanglehaven:
- Bloodtoil:
Forts:- Archon’s Run:
- Ouze Watch:
- Meadow Run Keep:
{ 7: Dominion of Greenhill: Reaper’s March} Township of Greenhill:Settlements:- Fields of Ebon Ro:
- Dry Whisker Farmland:
- Vinedusk:
- Stone Fell Farms:
- Earthbone Mine:
Forts:
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ThreeDawg
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Voice of the Wastes
Posts: 1,219 Likes: 33
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Post by ThreeDawg on May 21, 2019 6:47:29 GMT -5
Anequina, Elsweyr Dominant Faction: The Third Aldmeri Dominion. The lands of the Khajiit were once a collection of city-states and kingdoms lead by powerful Khajiiti overlords and their clan-mothers. It has been assumed from ancient Aldmeri texts (most notably the fabled passages of Topal the Pilot) that the Khajiit and their kingdoms, or at least a race resembling the Khajiit, lived throughout southern and central Tamriel from modern-day Black Marsh through to Hammerfell. It may have been that the Khajiit once inhabited the whole continent of Tamriel, under a Moon Emperor, but it is known that Elsweyr has always been their homeland. During the time of the Alessian Empire the Khajiiti were restricted to Elsweyr with over 16 different kingdoms, often warring with each other. When the Thrassian Plague hit during the closing years of the First Era, it ravaged the continent of Tamriel but the kingdoms of the Khajiit were hit hard. All but two of their kingdoms, Anequina and Pelletine, collapsed into chaos. The two kingdoms conquered their respective halves of the province, Anequina took the Northern badlands while Pelletine took the Southern tropics. Many years later, after warring between the two kingdoms and their neighbours, the two last kingdoms of the Khajiit signed an Act of Peace. In it they agreed to set aside their differences, instead deferring to the leadership of the Mane and a council of Clan-mothers. So it was the Elsweyr Confederacy was born. Eventually, like all others in the past, the Khajiit were brought into the folds of the Cyrodilic Empire. Although the unification of the Khajiit and their overall loyalty to the Empire meant a sense of peace was ushered over the region it was always described as a 'land of chaos'. Khajiiti clans still roamed the northern deserts, defying Imperial and Mane alike, effectively becoming bandits that lived off the land and what they stole from the more 'civilized' Khajiit. Elsweyr wasn't hit especially hard during the Oblivion Crisis, in fact Khajiiti clans banded together to defend each other and their homeland from the Daedric Invaders. Elsweyr would remain a member of the Empire until the beginning years of the Fourth Era where it followed Black Marsh's example and seceded. The Elsweyr Confederacy was re-established. The Confederacy lasted just over a century, surviving the tumultuous period known as the Void Nights where the moons were lost from the sky. Eventually they returned, with the Thalmor taking credit for it, but tensions between the Mane based in Torval and the High Priestess of the Lunar Clerics of Dune split the country in two. The two ancient kingdoms, Anequina and Pelletine, were reformed and entered a period of conflict known as the War of the Broken Paw. Peace was brokered by the Aldmeri Dominion, with the two Khajiit states entering into a client system under Aldmeri rule. The Moon-Queen of Anequina, High Priestess of the Lunar Clerics, now rules the arid badlands and savannahs of Anequina backed by the traditionalist and highly religious clans of the region. Khajiit across Tamriel look to her for religious guidance, giving her and Anequina a high degree of sway over her people. A renewed conflict with the Mane simmers beneath the sands, with both leaders privately claiming dominion over the other - only kept from tearing each other apart by the Dominion. Geography:The kingdom of Anequina, the northern-portion of what once was the province of Elsweyr, is a land of hardship and suffering. The Khajiit have done well to scratch a civilization off the harsh badlands and deserts of this northern region. What water is present runs through the few rivers in the area or resides in small quantities around oasis, which the nomadic clans converge around. Locations:{ 1: Blessed Moonlands of the Dune-kin: The Dawnmead} City of Dune:Settlements:- Crescentwater Wash:
- Pa’alat:
- Mo’ethra Mine:
- Temple-Palace of the Moon Queen:
{ 2: Clanlands of Rawl’kha: Crescent Fields} City of Rawl’kha:Settlements:- S’renja Farmland:
- Do’krin Monastary:
- Thormar Fields:
- Willowgrove Village:
- Brokemoon Run:
{ 3: Dominion of Arenthia: The Dominion Marchland} City of Arenthia:Settlements:- Cori Darglade:
- Straight Cat Dig:
Forts:
{ 4: Clanlands of the River-kin: The Pridelands} City of Riverhold:Settlements:- Sheeraln Farmlands:
- Altans Farmlands:
- Seaplace:
- Moontears Farmland:
- King’s Walk:
Forts:- Tardorn Keep:
- Sandgates of Anequina:
{ 5: The Clanlands of Orcrest: The Badlands of Elsweyr} City of Orcrest:Settlements:- Neumar Walk:
- Dustwalker Post:
- Lone Cat Oasis:
- Red Hands Monastary:
- The Stitches:
- Mines of Mo’an-Thra:
{ 6: Lands of the Rim-Men: Clanlands of the Akavir-kin} City of Rimmen:Settlements:- Nokolei:
- Chasemoor:
- Hakoshae:
- Sun-Palace of the Elder Goddess:
- Moongate of Anequina:
Forts:
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ThreeDawg
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Voice of the Wastes
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Post by ThreeDawg on May 21, 2019 7:58:20 GMT -5
Pelletine, Elsweyr Dominant Faction: The Third Aldmeri Dominion. Sometimes known as Pellitine or Pa'alatiin.The jungles of southern Elsweyr have long been a footnote to the history of Tamriel. While the lands were discovered early by the Aldmer, forays into the jungle were few and far between with no race of Mer holding dominion over the lands which cannot be said for the badlands to its north. Historic records are few and far between of this region, but Khajiit myths paint the story of a land ruled by a Moon Emperor, with great cities rising from the jungle to bask in the glory of moonlight. The Moon Emperor’s dominion extended across all of Elsweyr and beyond into the Niben Valley and Eastern Valenwood. The heartlands of this empire was the region that would become Pelletine, with its fertile river valleys and native moon sugar. When the Moon Empire collapsed it fractured into at least 16 rival Khajiit kingdoms, with many of these states located within the jungles of the South. The Khajiit kingdoms existed in disharmony, rarely uniting only to face the Bosmer of Valenwood, the Ayleids of Cyrodiil or incursions by Nedic tribes into their lands. It wasn’t until the Thrassian Plague of the late First Era struck the continent that a lasting unity was sought. It is hard to explain in words the ravages this disease brought upon the Khajiit. Entire cities were wiped out, vast swathes of countryside left depopulated, Kingdoms fell overnight as chaos and unrest fractured the Khajiiti. Two kingdoms rose from this chaos, securing the lands around them and conquering those who would not submit, the warrior clans of the Ne Quin-al and the richly cultured Pa'alatiin. North and South. Desert and Jungle. Conflict between the two kingdoms raged for centuries, until the coming of the Reman Dynasty of Cyrodiil. The Cyrods conquered first the Ne Quin-al, the warrior-cats of the badlands, were first to fall to the Cyrods. The land was imperialised as Anequina, and then the Cyrods turned their sights on the Pa’alatiin. The conquered warrior-cats were all too happy to take part in the conquest of the rich southern jungles, and with the combined pressure of the northern clans and the Reman legions the jungles fell under the sway of man and were renamed Pellitine. The Remans granted kingly titles to the Khajiit, allowing them a modicum of self rule, but the clans would often fall into a state of rebellion and the wars between the two kingdoms seemed never to cease. Unity was found when the King and Queen of the two kingdoms joined together in a political marriage, forming the Elsweyr Confederacy. The nobility rejoiced, but the clansmen of the north rebelled against the betrayal. Rebellion swept the Confederacy until the spiritual leader of the Khajiit, the Mane Rid-Thar-ri'Datta, installed a new position of governance that would see power shift regularly between the nobility of the cities, and the clan mothers of the deserts. With peace at last, came prosperity. Although short periods of strife, unrest and disease struck the Khajiit over the next millenia, their existence was relatively one of peace and after the fall of the Third Empire, independence. Until the Void Nights. With the loss of the moons from the skies of Nirn, Khajiit were born dead, broken or corrupted. They faced their own extinction, and once against unrest flared up across the Confederacy. The Mane, spiritual leader of the Khajiit, lost hope in the teachings of the Lunar Clerics - for their moons were gone and their cubs born cursed. A rift between the southern, more imperialised, cities of former Pellitine and the religious, traditionalist, northern clans erupted into civil war as the High Priestess, crowned Moon-Queen by her followers, led an army against the borderline heretical Mane whom she blamed Void Nights for. After a bloody months long campaign that saw blood run across desert and jungle, the moons returned to the sky. Both sides hailed the miracle as a sign of their righteousness, and both were ready to continue their fight for the unity of Elsweyr, until the Thalmor of the Aldmeri Dominion stepped in. They claimed to have brought back the moons, and ushered in a ceasefire between the Mane and the Moon-Queen. The two would return to their respective lands, and form their own Kingdoms as client states of the Aldmeri Dominion. The Mane of Pellitine now rules the jungles and rivers of Anequina, backed by the noble and civilised Khajiit of the prosperous south. A strong ally of the Altmer, the Mane and Khajiit he represents have adapted many Altmeri cultural ideas to their daily lives, emulating the ones that rescued their people and brought the moons back. Yet the Mane privately maintains a claim on the rest of Elsweyr, his by birthright, and seeks to rally supporters across the Dominion to press it. Geography:The kingdom of Pelletine, which extends south from the borders of Anequina right to the sea, is a land far more civilized than its northern neighbour with grand cities reaching to the moons dotting the dense jungles. The jungles and swamps of southern Elsweyr may not be as fetid or septic as those of Black Marsh, but they are equally as dangerous. Huge monsters of terrifying proportions roam the jungles and coasts, yet the Khajiit survive. Ruins of ancient Khajiiti kingdoms dot the jungles amidst the sugarcane and moon sugar plantations that fuel this Kingdom's economy. Locations:{ 1: Kingdom of Torval: The Seat of the Mane} City of Torval:Settlements:- Val’en River Plantation:
- Portneu Docks:
- Tenmar:
- Gra’Zziri Plantation:
Forts:
{ 2: Kingdom of Corinthe: Tenmar Forest} City of Corinthe:Settlements:- Tall Valley Mine:
- Ein Meirvale:
- Heimthor Village:
- Mines of Alkosh:
- Chasegrove Plantation:
- Flushwater Plantation:
- Helkarn Plantation:
- Rajhin’s Trove:
- S’rendarr’s Plantation:
{ 3: City-State of Alabaster: The White City} City of Alabaster:Settlements:- Desert-stone Mine:
- Valley Guard:
- Greenhall Village:
- Darkarn Plantation:
- Brukreich Village:
- Duncori Plantation:
- Black Heights Village:
Forts:- River Keep:
- Gate of Quin’rawl:
{ 4: City-State of Senchal: Quin'rawl Peninsula} City of Senchal:Settlements:- Whiteriver Plantation:
- Markgran Plantation:
- Darvulk:
- Tomb of the Broken Cats:
Forts:- South Guard:
- Saltwater Watch:
{ 5: Khenarthi’s Roost: The Isle of Three Temples} City of Mistral:Settlements:- Two-Moons Temple Farmlands:
- Eagle’s Strand:
- Crescent Moon Temple Farmland:
- Temple of the Mourning Springs:
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ThreeDawg
Administrator
Voice of the Wastes
Posts: 1,219 Likes: 33
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Post by ThreeDawg on May 22, 2019 9:39:34 GMT -5
Hammerfell Dominant Faction: The Kingdom of Hammerfell. Hammerfell is a rugged land, home to rugged peoples. It is fitting that the naturally hardened Redguard, or Yokudans as they sometimes call themselves, would land upon these dusty shores. But that portion of its history shall be explained later. For now, let's begin with the first known recorded civilization in Hammerfell: the Dwemer. A section of the Dwemer, who were native to the modern-day province of Morrowind, was outraged by the signing of a peace treaty between the Dwemer and the Chimer. With it, their leader, Rourken decided to leave the land and travel west. He threw his great hammer, the mighty Volendrung, and wherever the hammer landed he would make a new land for his clan. The story goes that the hammer landed on the island of Stros M'kai and the Dwemer followed. They renamed the land they found Volenfell, which later became Hammerfell. The Dwemer built great cities throughout the desert, its coasts and across the island of Stros M'kai which still stand today. However the mysterious disappearance of the Dwemer affected even these remote settlements, resulting in empty halls and cities. The Men and Mer of the region had been eking out an existence amongst the poor farmland for generations, occasionally being raided by the Orc-kin of Orsinium, before the Yokudans arrived. The Yokudans, their ancient homeland of Yokuda being sunk beneath the sea, travelled East towards the continent of Tamriel. They had landed on an island not far west of Hammerfell and had sent their warrior cast, the Ra Gada (which resulted in the mistranslated name Redguard) to invade Hammerfell for themselves and invade they did. The Ra Gada cut a bloody swathe through the province, destroying Man and Mer communities alike and absorbing their cultures and traditions as they went. Eventually the ruling caste of the Yokudans, the Na-Totambu, made their way to Hammerfell. The people, collectively known as Redguards by the natives of Tamriel, began to settle along the coastlines of the province, creating a maritime nation rich with trading. The Yokudans were conquered by the Cyrodiilic Empire in the Second Era, in doing so they granted the Ra Gada semi-equal rights to those of the Na-Totambu. But an eventual revolt lead by the Na-Totambu resulted in Hammerfell's secession from the Empire and the Ra Gada's lowering in caste again. This lead to two rival factions being formed amongst the Yokudans, the Forbears (the Ra Gada) and the Crowns (the Na-Totambu). It wasn't until the Third Era, when Tiber Septim's burgeoning Empire was in formation, that the Ra Gada rose up against their Na-Totambu rulers in the city of Sentinel, resulting in one of the worst massacres in Tamriel's history at the hands of Crown forces. The Forbears urged Tiber Septim to send aid, he accepted. The Imperial forces bested the Crown's in battle and with it Tiber Septim was free to plant Imperial Governors in the cities of Hammerfell to help gain control of the region. However the appointed governors were notoriously brutal with their subjects and simultaneous revolts from both Crown and Forbear factions resulted in Tiber Septim having to agree to a treaty that gave Hammerfell greater autonomy while still maintaining its status as a member of the Empire. In the Fourth Era, notably during the Great War, Hammerfell was a staunch supporter of the Empire and its warriors fought throughout the provinces. So much a supporter of the Empire was Hammerfell that the Aldmeri Dominion made efforts to invade it simultaneously as it did Cyrodiil. After prolonged fighting, which took the Imperial defenders on a march across the Alik'r desert to gather reinforcements, the Aldmeri Dominion was fought into a semi-stalemate. The famed White-Gold Concordat seceded sections of southern Hammerfell to the Aldmeri Dominion, however the native Redguards refused and continued to fight. This forced the Empire to relinquish Hammerfell as one of its provinces, resulting in Hammerfell becoming completely independent. The independent Hammerfell continued to fight the Aldmeri forces, to the point that they nearly forced the invaders from their province. A weakened and fatigued Aldmeri Dominion agreed to a ceasefire with the Redguards with the Second Treaty of Stros M'kai. Now an independent nation, I am intrigued to see what Hammerfell shall do. It bares the bruises of a war with the Aldmeri Dominion, but also an overpowering urge for survival. Geography:The vast wasteland of the Alik'r desert occupies the majority of Hammerfell. Dangerous would be an understatement for this place as few but the nomadic desert Redguard tribes are capable of occupying such a place. Across the desert are dotted remains of civilizations long passed, like those of the Dwemer. Several times have I stumbled across something I've never seen before in this desert, only to be forced out by the frequent sandstorms that buried the cities I sought. Fertile grasslands are only present along the coastline, possibly the main reason that the Yokudans have become such a maritime people, due to their cities being mainly placed along the coasts. To the north are the Dragontail Mountains, snow-capped and home to the Orc-kin and their ironclad city of Nova Orsinium. The island of Stros M'kai is a tropical haven, with unique flora and fauna native to the island and vast labyrinthine hallways of Dwemer making. I would recommend to anyone a visit to this island, if possible. Locations:{ 1 & 2: Kingdom of Sentinel: Crown Coast, Capital of the Kingdom of Hammerfell} City of Sentinel:City of Tava’s Blessing:Settlements:- Rain-Catcher Camp:
- Tava’s Field:
- Mines of Volen:
- Kulati:
- Leki’s Blade:
- Saltwater Camp:
- Runaba Farms:
- Konzanset:
- Greyspine Mine:
- Satakalaam:
- Lainlyn:
Forts:- No-Totambu’s Landing:
- The Dune Gate:
- King’s Rest Tower:
{ 3: Princedom of Hallin’s Stand: Fallen Wastes of Bangkorai} City of Hallin’s Stand:Settlements:- Bone Waste Dig:
- Damar:
- Tenmar:
- Giant’s Bane Camp:
- Goblin Hook Mine:
Forts:- Qharroa Fortress:
- Old Craglorn Tower:
- Wind Scour Temple:
{ 4: City-State of Skaven: Sunforge} City of Skaven:Settlements:- Thorstad:
- Salt Coral Camp:
- Lainebon Place:
- Verkarth:
- Karnver Falls:
{ 5: Princedom of Bergama Central Alik’r} City of Bergama:Settlements:- Chasetown:
- Riverview:
- Shadymarch:
- Vulnim Gate:
Forts:
{ 6: Princedom of Hegathe: Abecean Coast} City of Hegathe:Settlements:- Salt Winds Farm:
- Sunkeep:
- Kaitbo Docks:
- Aldben Farmland:
- Dragon Grove:
- Giants Grave Mine:
- Queen’s Field:
- South Rock Quarry:
- Gro-an’s Bay Fields:
- Prince Hayay’s Landing:
Forts:- Exile’s Rock Tower:
- Laibo’s Tower:
- Hayay’s Keep:
{ 7: City-State of Gilane: Hills of Khefrem} City of Gilane:Settlements:- Abah’s Bay Fields:
- Dragon Shield Mine:
- Julen’s Farm:
Forts:- Prince’s Gate:
- Roseland Gate:
{ 8: City-State of Taneth: The Bloodied Rose} City of Taneth:Settlements:- Bloody Elf Field:
- Tall Papa’s Stones:
- Corten Mont:
- West Breda Fields:
Forts:- Western Gate of the Rose-Wall:
- Eastern Gate of the Rose-Wall:
{ 9: City-State of Rihad: Brena River Valley} City of Torval:Settlements:- Mid-River Plantation:
- Cyrod’s Field:
- Stonemoor:
- Old Mansfield:
- Orc Deep Mine:
- North Hall:
- Totoan’s Fields:
- Stonedale:
- Crow’s Breath Mine:
- Vulkneu:
- East Breda Fields:
- Riverpoint:
- Mines at Craglorn Pass:
Forts:- Breda Keep:
- Horse-Man Tower:
- Croan Tower:
{ 10: The Abecean League: Islands of the Abecean Coast} City of Port Hunding:Settlements:- Stros M’kai, Saintsport:
- The Chain, Lora M’kai Port:
- Cespar, Port Cespar:
- Herne, Na-Her-Ne Port:
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ThreeDawg
Administrator
Voice of the Wastes
Posts: 1,219 Likes: 33
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Post by ThreeDawg on May 23, 2019 8:35:45 GMT -5
Argonia Dominant Faction: The Saxhleel of Argonia. The old Imperial province of Black Marsh, now renamed by its native government as Argonia, is well known for being an impenetrable swamp and incredibly inhospitable to non-Argonian life. The historical record for Argonia is murky at best. Argonians themselves didn't independently develop the written word so accounts before native interaction with Mer or Man are from verbal traditions. Argonian traditions say that they are descendants of the mysterious sentient trees, the Hist. The Hist are native to Black Marsh and form an important role in Argonian civilization. It is from these trees that the Argonians harvest sap, which the young Argonian hatchlings partake of during their naming ceremonies. Sources also claim that this sap, in varying quantities, alters the physical appearance of the Argonians themselves. The first recorded mention of an Argonian, or indeed Black Marsh, is on one of the few verses that remain from the voyage of the acclaimed Aldmeri explorer, Topal the Pilot. In it a reference is made to a 'fetid, evil swamp and their human lizards', an obvious reference to the Argonians. Apart from that Argonians and Argonia are hardly mentioned throughout the history books until the first era, where it is clear that they began venturing forth and easily assimilated into cultures throughout Tamriel. For many years, however, Black Marsh's southern coast was well known for being a pirate haven. The piracy of merchants in the Topal bay area led the Alessian Empire on a campaign deep into the heartlands of Argonia, where they met severe resistance from the native tribes and were eventually forced out once the pirates had been dealt with. Eventually, during the Battle of Argonia, the Empire brought the Argonians into its fold but never has any society other than the Argonians themselves had any authority over the heart of Argonia's swamps. Even the great conqueror Tiber Septim only took the borders and the major population centres, a wise move considering the cost of firstly invading the center of the province and secondly policing such a province. Argonia, throughout recorded history, has always been a place of deadly diseases. There were once more than simply Argonians native to Black Marsh, in fact there were at least three other races that inhabited the region. Two races of Men, the Kothringi and the Orma, once lived there. They were both highly adapted to their environment, however the tribal civilizations perished (as far as modern exploration can tell) during the great Knahaten Flu which ravaged the province (yet strangely had no effect on the Argonian people). A third race, the Lilmothiit, were also present in Argonia. They were a vulpine race of Betmeri that some claim to have been offshoots of the Khajiiti races, however they too became rare relatively early during the First Era and as far as we know are now extinct. It was only after the Oblivion Crisis, where the Argonians famously fought back the Daedra single-handed (thanks to a mysterious group known as the An-Xileel), that the Argonians gained the bravery to secede from the Septim Empire, the first province to do so. Since then Argonia has become inwards, focusing on its own matters, for the majority of its part. The slave trade in Betmeri never really ended until late in the Third Era, so throughout much of Argonia's history the legally-exempt Dunmer peoples would often traverse Argonia's swamps to take slaves, creating a blood-hatred between the Argonian and Dunmer peoples. This all changed at the turn of the Fourth Era. Not long after the Red Mountain erupted, weakening the Dunmer population, an Argonian invasion force ravaged mainland Morrowind, forcing the already suffering population of Dunmer throughout the Empire and towards the island of Solstheim. They still claim land deep within southern Morrowind as part of Argonia. Geography:Argonia is, as mentioned previously in this book, majority swamps. The borders towards Cyrodiil and Morrowind are both heavily forested and at a higher elevation than the interior of the region. From the borders form a maze of waterways interconnected by swamps that eventually fill into the marshlands of the interior, where the Hist reside. Roads are few and far between, only between two close towns or cities, with most of the travel being done by boat down the waterways. This itself has problems as Argonian highwaymen are common, although since the establishment of the state of Argonia, they are becoming less of a regular occurrence. The coasts aren't far better than the inland. The lack of hostile Argonians (and the ease to resupply by sea) did lead to the colonization of Argonia’s coast, resulting in the majority of Argonia's major cities being along either the coastline or the borders with the two other provinces. It was in fact this closeness to the coast that cost Argonia so dearly during the Umbriel crisis as Lilmoth was the first victim (although unknown races of aquatic origin were reported as invading the shores as Umbriel's thralls, a testament to the variety of races on Nirn that we scholars have yet to learn of.) Locations:{ 1: Grand City of Helstrom: Dark Heart of Argonia, Seat of the An-Xileel} City of Helstrom:Settlements:- Gre-Tarleel (Green-Tongue) Tribe-City WAS GREENSPRING:
- Green-Swamp Plantation:
- Agacephs (Slim-Jaw) Village:
- Soft-Rock Mine:
- Chas-Cruk (Pass-Dweller) Village WAS CHASECREEK:
- Maxeen-Lakka (River-Walker) Tribe-City:
- Tree Runner Plantation:
- Sarpa-Mota (Branch Hunter) Tribe-City WAS BRANCHMONT:
- Beach-Runner Plantation:
- Gee-Rusleel (Mire-Dancers) Village WAS RIVERBRIDGE:
- Sea Singer Plantation:
- Txl-Kaaz (Stream Runner) Village:
- Delawleel (Crocodile-people):
- Temple-City of the First Hist:
- Tsetha-Ruheeva (Floating-Traveler) Village:
- Paatruleel (Croaking-People) Tribe-City:
- First River Plantation:
Forts:
{ 2: City-State of Archon: Land of the Blackscales} City of Archon:Settlements:- Nisswo-Maxeem (Nothing-Speakers of the River) Village:
- Temple of the Nisswo-Hist:
- Xor-Fek (Sea-Plant) Village (was SEAFALLS):
- Temple of the Xel-Gat-Zo (Sacred-Sky-Portal):
- Xel-Gat (Sacred-Sky) Village:
- Port of Xel-Gat-Zo:
- Temple of the Greelchalxan (Outsider Killer) Hist:
- Elf-Ruins Plantation:
- Dry-Lizard Plantation:
- Ruins of Lost-Fleet Watch:
- Adzi-Kostleel (People of the First Memories) Tribe-City WAS ROCKPARK:
- Temple of the Shadowscales:
Forts:- Ruins of Saltbreaker Keep:
- Ruins of Castle Archon:
{ 3: City-State of Lilmoth: Murkmire} City of Lilmoth:Settlements:- Lakemire:
- Temple of the Root-Whisperers:
- Blackrose Mine:
- Alten-Meerhleel Village:
- Wasseek-Haleel (Bright-Throat) Tribe-City:
- Xro-tuh (Sea-Boat) Mooring:
- Rice-Walker Plantation:
- Eye-Licker Plantation:
- Norgleel (Exiles) Village:
- Port of Norg-Tzel:
Forts:- Ruins of Blackrose Prison:
- Ruins of Fort Murkmire:
{ 4: City-State of Soulrest: Glowing Marsh} City of Soulrest:Settlements:- Temple of the Vastei-Shunat (Changing-Grief):
- River-Fork Plantation:
- Salt-Marsh Plantation:
- Chukka-Sepnt (Fire-Runners) Village WAS CHASEPOINT:
- Moonmarch:
- Kajleel-Mota (Giant-Hunters) Village WAS LONGMONT:
- Naga-Kur (Dead-Water) Tribe-City:
{ 5: City-State of Gideon: Imperial Coast} City of Gideon:Settlements:- Brown-Swamp Plantation:
- Temple of the Onkobra Hist:
- Vol-Sakka (Rockspring) Village:
- Temple of the Volleel’s (Stone-People) Hist:
- Vol-Wo (Rockgrove) Village:
Forts:- Ruins of Fort Glenbridge:
- Vosvat (Stonewastes) Keep:
{ 6: City-State of Blackrose: Blackwater Marsh} City of Blackrose:Settlements:- Black Spring Plantation:
- Ruins of Foxmont Town:
- Lilmothi Teeth Mine:
- Ruins of Deepwater:
- Deepwater Ebony Mine:
- Thtith-Mota (Egg-Hunter) Village:
- Temple of the Mota-Hist (Hunter-Hist):
- Aleken-Mota (Savage-Hunter) Village WAS ALTEN MARKMONT:
- Xro-Sakka (Seaspring) Village:
- Po’itdoon-Mota (Deep-River-Hunter) Village WAS PORTDUN MONT:
{ 7: City-State of Dorsza: Hist-Wall} City of Dorsza:Settlements:- Xeechleel (Seed-People) Village :
- Wall-Shadow Plantation:
- Temple of the Wall Builders:
- Iron-Stone Mine:
- Rockpoint:
- Yseel-Xaneel (Frill-Neck) Village:
Forts:- Ruins of Fort Rockguard:
- Thtachalxan (Drykiller) Watch:
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