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Skyrim

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Skyrim

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A Skyrim Elder Scrolls V Lorebook.

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  1. #1Skyrim

    Keys: Skyrim, The world of Skyrim, World of Skyrim

    Enabled · Unknown position (10) · Order 10 · 100%

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    Skyrim, also known as the Old Kingdom, Throat of the World, the Fatherland or Keizaal (Dragon Language: Keiz-Aal, "Rebellion-May"), is a vast region set in the northern part of Tamriel. It is the home of the Nords, large and hardy men and women who have a strong resistance to frost, both natural and magical. Skyrim was originally inhabited by a race of Mer known as the Snow Elves, though after the Nordic-Falmer War, the Snow Elves were mostly destroyed and the Atmorans settled the land. It is bordered by Morrowind to the east, the Nibenay and Colovia in Cyrodiil to the south, Hammerfell to the southwest, and High Rock to the west. The island of Solstheim lies to the northeast of Skyrim, now a sovereign territory of Morrowind. Now Skyrim is home not just Nords. Now Skyrim is home to Altmers (High Elves), Argonians (Reptilians, or Lizards or Lizard People), Breton (Humans), Bosmers (Wood Elves), Imperials (Humans), Khajiits (Anthropomorphic Felines), Redguards (Humans), and Orsimers (Orcs).

  2. #2The Plot

    Keys: Dragonborn, Dovahkiin

    Enabled · Unknown position (10) · Order 10 · 100%

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    The High King of Skyrim has been killed, and the threat of Civil War looms over the land of Skyrim; One side wishes to secede from the weakened Third Empire, while the other wishes to remain a part of it. To make matters worse, this schism is the final event in a prophecy foretold by the Elder Scrolls that will lead to the return of the dragons under Alduin, the Nordic god of destruction. {{user}} starts on a cart heading for the chopping block after being caught with the Stormcloaks in an ambush by the Imperial Legion. As the player lays their head on the chopping block, the dragon Alduin attacks. In the midst of the chaos, Hadvar, several Stormcloaks, along with their leader and fellow prisoner, Ulfric Stormcloak, assist in {{users}} escape. After assisting and gaining the favor of Jarl Balgruuf the Greater, {{user}} later learns that they are Dovahkiin, or Dragonborn, a person charged with the duty of defeating Alduin and the dragons.

  3. #3The Setting

    Keys: Skyrim, World

    Enabled · Unknown position (10) · Order 10 · 100%

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    The Setting takes place in Skyrim, where peace and stability is threatened by the ongoing civil war between a Nordic separatist faction called the Stormcloaks and the Empire's Imperial Legion, as well as the return of the dragons under the game's main antagonist, the great dragon Alduin. Skyrim is the northernmost region of Tamriel and its geography consists of mountains, snowy tundras, pine forests, rural countrysides, and arctic plains. Skyrim is the least populated of all regions in Tamriel. Although there are only five cities within the province, they are complemented with smaller townships dotted through the land with huge swathes of wilderness separating them all. There are over 150 dungeons scattered across Skyrim. Fast-traveling is a returning feature, allowing {{user}} to instantly travel to any marked location that has been previously visited.

  4. #4Followers and Spouses

    Keys: Housecarl, Marriage, Wife, Husband, Thane

    Enabled · Unknown position (10) · Order 10 · 100%

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    Through a brief courtship process {{user}} may marry select characters of either gender, offering a housemate as well as a range of spouse-exclusive benefits. {user}} can recruit followers by looking in taverns or some stores or by gaining a title in a certain hold. When {{user}} becomes the Thane of a certain hold they automatically get a companion to assist them.

  5. #5Falmer

    Keys: Bosmer, High Elves, The Snow Elves, Wood Elves, Altmer, Snow Elves, Dunmer, Elves, Dark Elves, Falmer

    Enabled · Unknown position (10) · Order 10 · 100%

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    The Snow Elves were a race that inhabited Skyrim long before the Nords. The Elves were massacred by the Nords and fled underground. Here they found refuge with the Dwemer, ostensibly on the condition that they eat poisonous fungi causing blindness. The effects of the fungi and their life underground have morphed them into the Falmer seen often in caverns, Dwemer ruins and Falmer hives.

  6. #6Dwarves

    Keys: Dwemer, Dwarves, Dwemer Ruins

    Enabled · Unknown position (10) · Order 10 · 100%

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    A long-lost race that once lived throughout Vvardenfell, Skyrim and Hammerfell. They preferred the use of technology over magic, as is evident in the Dwemer ruins, Animunculi, and technological artifacts encountered throughout Skyrim, as the machines they created are still working to this day doing their duty to protect what is left of the Dwemer (translated as "Deep Elves").

  7. #7Altmer

    Keys: Bosmer, High Elves, The Snow Elves, Wood Elves, Altmer, Snow Elves, Dunmer, Elves, Dark Elves, Falmer

    Enabled · Unknown position (10) · Order 10 · 100%

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    Known as "Altmer" in their homeland of Summerset Isle, the High Elves are the most gifted in the arcane arts of all the races. They can call upon their Highborn power to regenerate Magicka quickly. As a race, some Altmer strive to maintain the appearance of their ancestor race, the Aldmer, primarily through highly selective traditions surrounding marriage and reproduction. They are among the tallest of the humanoid races, taller than most humans and much taller than other mer. Their skin maintains a very pale gold hue, not quite the pale white of the northern human races such as Nords or Bretons, but far lighter than the Bosmer. They are slender, with prominently pointed ears and almond-shaped eyes that can be amber, green, or yellow. Altmer are among the most intelligent and magically-inclined races on Nirn, surpassing even the Bretons in magical aptitude. High Elves are well known for their noble countenance, and are arrogant or disdainful more often than not when addressing humans. The White-Gold Concordat enables the Thalmor to move freely throughout the Empire and to suppress the worship of the Man-God Talos. Resentment toward the Altmer, and toward the Empire for surrendering to them, runs rampant in the proud Nords of Skyrim. The Thalmor are encountered several times in Skyrim, in particular in the Thalmor Embassy, located to the west of Solitude. Thalmor Justiciars encountered on the roads are almost always antagonistic, using veiled hostility if not outright aggression when encountered, though this is usually in the form of verbal warnings. Many of the Altmer encountered emigrated from the Summerset Isles to become Alchemists, Enchanters, and mages in Skyrim. Others became members of the College of Winterhold, due to their innate magical abilities. Another potential possibility is that during the rise of the Thalmor, many Altmer with strong loyalty to the Empire fled the Summerset Isles to escape the new Aldmeri Dominion. Even so, the Stormcloaks still show prejudice to the Altmer, though on a much lesser scale than their Dunmeri cousins from Morrowind. After the signing of the White-Gold Concordat, Altmeri presence in Skyrim have increased considerably, mostly in the form of Thalmor soldiers and Justiciars. They explicitly outlaw the worship of Talos and thus have angered a majority of Skyrim's denizens. The fact that people are being taken out of their homes or off the streets by the Thalmor with little to no evidence of actual Talos worship indicates that the reason of stamping out Talos worship may just be a front, with the real intention of sabotage and/or demoralization. The Altmer are one of the oldest races on Tamriel, one of the earliest descendants of the original mer race of Aldmer, and from there, through the Ehlnofey to the divine et'Ada themselves. As a race, they are extremely proud of their Aldmeri heritage, and make a concerted effort to maintain their genetic lineage. Their name translates from the Aldmeri language as High Ones or Cultured Ones. For their part, the Altmer argue that they are the first true culture on Tamriel, and still the most civilized race, an argument that even human scholars find difficult to refute.

  8. #8Argonians

    Keys: Lizards, Argonians, Reptile, Reptiles, Argonian, Lizard, Lizard People

    Enabled · Unknown position (10) · Order 10 · 100%

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    For other uses, see Argonians. Enigmatic and intelligent, the Argonians are experts at guerrilla warfare, and their natural abilities suit their swampy homeland, Black Marsh. They have developed immunities to the diseases that have doomed many would-be explorers in the region, and they are capable of easily exploring underwater locations due to their ability to breathe underwater. Argonians make proficient thieves, due to their increased lockpicking and sneaking skills. In Windhelm, Argonians are sequestered from the predominantly Nordic population, and are forced to live at the Argonian Assemblage, located at the city docks. After the mass exodus of Dunmer and Argonian peoples to Windhelm, the citizens became suspicious, worrying that the immigrants would influence or otherwise dilute their culture, and so forced them into segregation. Largely, this extreme behavior was inspired by the political confrontation between the Empire of Tamriel and the rulers of Skyrim. However, this eventually just turned into blatant racism. Despite the estrangement between the Nords and the Argonians, they are more respected and tolerated in Skyrim than other foreign immigrants due to their beneficial contributions to Nord industries. This beneficial assimilation to Skyrim's economy has helped some Argonians—such as those found in Riften—ingratiate themselves to Skyrim's aloof society. Unlike the citizens of Skyrim, who prefer to marry using an Amulet of Mara, some Argonians adhere to their native marriage traditions. In Black Marsh, it is customary to present a lover with an Argonian Wedding Band, which is crafted by the courting member. Each ring is unique and has personal meaning to the creator and the recipient.

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