Nigedo |
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1. What are the Elder Scrolls?
These
powerful tools of prophecy and divination, the prize of the Empire,
tell of every event that ever has or will have happened. The
Cyrodilic Moth priests, who are their keepers, invoke the Elder
Scrolls by ritually attuning them to a specific time or space and
attempt to interpret the glyphs that form upon their surface.
The Scrolls are believed to be kept in the Imperial City and
may be stored in the Hall Of Records, which may form part of the
Imperial Palace.
The Moth priests belong to a monastic order
founded by Tiber Septim and dedicated to the god Julianos, the
Cyrodilic Divine whose sphere is 'literature, law, history, and
contradiction'.
2. What is the Elder
Scrolls game world called?
The world itself is known by many names but the most
commonly used are Nirn or the Mundus. Both of these describe the
plane or planet of mortal experience, upon which the Elder
Scrolls games are set. The name Nirn means ‘Arena’ in an ancient
tongue, called Ehlnofex, and relates to the notion that the mortal
world has always been the focus of immortal rivalries.
3. Are there other worlds
then?
Yes many. Other
worlds are the realms of various immortals, many of whom are revered
as gods by different mortal cultures. The immortals and their worlds
tend to be categorised as relating to either Aetherius (the ‘plane
of magic’) or Oblivion.
You can begin to learn more about
Nirn and other worlds from the official source, Elder Scrolls Cosmology
from the
game book, On Oblivion
from the unofficial
study, An Introduction To The Wheel
and
from the site, Academy for Dwemer Studies: Planets.
4. Where exactly is
Morrowind?
Morrowind,
the home of the Dunmer or ‘Dark Elves’, is the most north-easterly
territory of the continent of Tamriel. It is divided between the
continental mainland and Vvardenfell, a sub-continental island
surrounded by the Inner Sea, an inlet issuing from the Sea of Ghosts
to the north. Vvardenfell is the setting for the game TESIII:
Morrowind, which takes place during the Third Era when Morrowind
is a province of the Cyrodilic Empire.
You can study some
maps of Morrowind and the rest of Tamriel at the sites,
Aldrien’s Chalice
The
Imperial Library
World of Tamriel: Geography
and you can
learn more about the geography of Morrowind from the official
source, Savant’s Note On Vvardenfell
and
from the unofficial report, Morrowind Geographic Survey.
5. Are there other continents
or lands apart from Tamriel?
It is generally agreed
that there are, or have been, five continents or lands besides
Tamriel.
Akavir – home to demon and
beast races that have designs on Tamriel, this large continent is
east of Tamriel.
Atmora – harsh and frozen
birth place of the Nord race, which lies north of Tamriel.
Pyandonea – home of the
Maormer or Tropical Elves, this is a land far to the south of the
Summurset Isles, the most southern territory of Tamriel.
Thras – domain of the
Sload race. Sometimes described as ‘the coral kingdoms’, this land
is said to have risen out of the Abecean sea between Tamriel and
Yokuda. Whether it continues to exist in the Third Era is disputed.
Yokuda – lost continent
from which the Redguard race originated. It was somewhere west of
Tamriel before the Redguard apparently destroyed it during the First
Era.
You can learn more about these other continents and
lands from the game books,
Mysterious Akavir
The Pocket Guide To The Empire: The Wild
Regions.
6. What is known about
different races?
Races
are numerous and diverse upon Nirn. Most can be classified as either
civilized or uncivilized, although the boundary between these
categories can become blurred, usually by ignorance and prejudice.
The list of civilized races includes most of those that can
be further classed as hominids, usually men or mer (‘Elves’ in the
common parlance of men, lit. ‘Folk’ or ‘Ones’), but should also
include certain of those races commonly referred to as betmer or
‘beastfolk’, such as Argonians, the lizard people of Black Marsh.
Here is quick look at the known civilized races of
Tamriel:
Aldmer (Elder Folk) –
depending upon its context, this term is used to describe either all
mer collectively as a distinct racial grouping or the original
progenitors of all mer that first settled Tamriel in the Merethic
Era. In the latter sense, Aldmer are frequently identified with
Altmer, who continue to inhabit the earliest elven homelands of
Tamriel and try to preserve their original racial purity.
Altmer (High Elves) – the
golden-skinned mer of the Summurset Isles (2E part of the Aldmeri Dominion)
the original homeland of Tamrielic Aldmer. They consider themselves
to be both the purest strain of mer in Tamriel and its most
civilized race. Altmeri culture is deeply traditional, highly
organised and exclusive, preferring little contact with ‘lesser’
races of mer and men. Altmer show a great propensity for magic and
much of their culture is founded upon use of the arcane.
Argonians (People Of The
Root) – the lizard people of Argonia, the
marshland expanse of far south-eastern Tamriel (Imp. Province of Black Marsh). Sadly, little is known about either
their history or culture, but it is clear that Argonians are
intelligent and agile, adapted for life on land or in water, and
show an aptitude for magic.
You can learn more about
Argonians at the site, The House Of Ral-Jiktar.
Ayleids (Wild Elves) –
these reclusive mer are reputed to inhabit the wild areas of every
region of Tamriel. They isolate themselves from all other races,
even Altmer, preferring to maintain an exclusively Ayleidic,
traditional culture that is removed from and alien to the mainstream
of Tamriel.
You can learn more about Ayleids from the game
book, On Wild Elves.
Bosmer (Tree-Sap People, Green or Forest
Folk, Wood Elves) – tan-skinned inhabitants of
the dense rain forests of Valenwood (2E part of the Aldmeri Dominion) in
south-west Tamriel. Their society is clan based and largely
informal; Bosmer care little for most of the civilized trappings of
other Tamrielic cultures, preferring to live harmoniously with their
natural surroundings.
Bretons – a diverse,
hominid race native to the region of High Rock in north-west Tamriel. Their fragmented
society is violently sectarian and, before Imperial domination in
the Third Era, comprised many rival city kingdoms that warred with
each other regularly. Bretons are likely to have originated in the
late Merethic or early First Era, from interbreeding between Altmer,
who then dominated High Rock, and Nedic (early men) settlers. It is
likely to be this part-Altmeri lineage that has gifted Bretons with
their great affinity for magic.
Chimer (Changed Ones, People Of The North) – a tribe of Aldmer who undertook the
Velothi exodus from the Summurset Isles, during the Merethic Era,
after assuming religious beliefs based upon the veneration of Daedra
Princes. They settled in the land now known as Morrowind where they
eventually became the Dunmer.
You can learn more about the
origins of the Chimer from the game book, The Changed Ones.
Cyrodiils (Imperials, Men)
– the modern descendants of Merethic Era Nedic (proto-Cyrodiil) and
First Era Nord (Cyro-Nord) settlers who thrived in the Nibenay and
Colovian interior regions of Tamriel that are now known as Cyrodiil. The Heartlanders, as they are also
known, have a long and rich heritage and a highly developed society.
Third Era Cyrodilic Emperors of Tamriel have ruled the continent for
over four hundred years, since the conquest of Tiber Septim (see
question 8. below).
You can learn more about the origins of Cyrodiils from the
game book, Frontier, Conquest, and Accommodation: A Social
History of Cyrodiil.
Dunmer (Dark or Cursed Ones, Dark Elves) – the dark-skinned mer native to volcanic
Morrowind in the north-east of Tamriel. They have
a strictly hierarchical society based upon their organization into
settled Great Houses, although a few nomadic tribes remain in
northern Vvardenfell. Dunmer are regarded suspiciously by other
races, but Dunmeri culture is colorful and vibrant, albeit somewhat
cool towards foreigners or ‘outlanders’ as they are known.
You can learn more about Dunmeri culture from the game book,
Great Houses of Morrowind.
Dwemer (Deep Folk,
Dwarves) – although widely used, the term
‘dwarves’ is a misnomer, the Dwemer were actually of average hominid
height. They formed close knit communities in subterranean dwellings
across Tamriel. Dwemeri society was highly organised and based upon
their common passions for logic and ‘technological’ innovation.
Almost the entire race mysteriously disappeared during the Battle of
Red Mountain (ca.1E700, see question 13. below).
You can learn
more about Dwemer from the game books, Ancient Tales Of The Dwemer
from
the unofficial reports,
The Definitive Guide To Dwemer
The Mystery of the Dwemer
Dwemer Energy Study
and from the
site, Academy for Dwemer Studies.
Ehlnofey – believed by
many to be one of the earliest mortal races upon Nirn and ancestors
of both men and mer. However, Ehlnofey can be translated as ‘Earth
Bones’ and, as such, the term is often used to describe the mythic
foundations of the mortal plane itself, created by a sacrificial
transition which certain immortals reputedly undertook during the
Dawn Era. Altmer specifically revere these immortals as Aedra, that
is, ‘our ancestors’.
You can learn more about the Ehlnofey
and the possible origins of mortals from the game book, The Annotated Anuad
and from the
official source, The Dawn Era.
Falmer (Snow or Ice Elves)
– these legendary mer are reputed to have once inhabited the cold
wastes of northern Tamriel. They feature in Nord folklore, but there
are no modern accounts of them and they are widely believed to be
now extinct. One myth holds that they were exterminated by the Nords
of Skyrim, during the reign of King Vrage the Gifted (ca.1E230),
while another suggests that the last of the Falmer were killed by
the Nords of Solstheim.
Hist – ‘The Anuad’ (see
Ehlnofey above) portrays the
Hist as an ancient, sentient race of trees; a distinct racial group
that coexisted with the Ehlnofey in the Dawn Era. Argonians hold the
Hist to be sacred, but it is difficult to say whether they venerate
them in the same way that men, and even mer, worship gods. To
Argonians, the Hist appear to represent life, as both the wellspring
of life and the guardians of their life cycle.
You can learn
more about the Hist from the game book, The Seed.
Khajiit – an often hominid
race who credit their own creation to the Daedra Prince Azura, from
the same ancestral roots as Bosmer. She tied them to the ja-Kha'jay
or 'lunar lattice' so that their individual forms would be dictated
by the phases of the moons. The feline Khajiit originate from the
arid northern wastelands and southern jungles of Elsweyr, in southern Tamriel.
You can
learn more about Khajiit from explanations given by Jobasha in the
official source, Interview With Three Booksellers.
Nords (Men) – descendants
of the men of Atmora that migrated to northern Tamriel in the early
First Era. Nord traditions are resplendent with legendary heroes
that battled their traditional enemies, elves and orcs, using the
Thu’um, a powerful voice-magic. They are a hardy and warlike race,
innovative woodcrafters, skilled sea farers and shrewd traders.
Nords are naturally resistant to cold and thrive in the harsh
climate of Skyrim.
You can learn more about Nords
from the game book, Children Of The Sky.
Orsimer (Pariah Folk,
Orcs) – originally a tribe of Aldmer that
venerated Trinimac the Champion of the Aedra. During the Merethic
Era they became corrupted by the transformation of Trinimac into the
Daedra Prince Malacath (Malauch) and were exiled from Summurset;
eventually they founded the city-state of Orsinium near High Rock.
Modern Orcs are stalwart warriors and widely respected for their
service in the Imperial Legions; their armour is among the finest
quality and most prized in Tamriel.
You can learn more about
Orsimer from the game book, The True Nature Of Orcs.
Redguards (from ‘Ra Gada’,
Men) – the former inhabitants of the sunken
continent of Yokuda, who migrated to Tamriel and settled in the Hammerfell region in the later First Era. Redguard
culture developed in isolation from other races of men and their
society is largely founded upon disciplined and self-reliant martial
prowess. They are typically skilled sea farers and there are no
finer warriors than Redguards in all of Tamriel.
You can
learn more about Redguards from the game book, Redguards, Their History and Their Heroes.
You can also learn more about many of the races of
Tamriel (and beyond), their classification, homelands and cultures
from the official source, The Elder Scrolls Codex
and from the game
books,
The Pocket Guide To The Empire
Notes On Racial Phylogeny And Biology.
Some other civilized races of note upon Nirn:
Imga – the Ape Men of
Valenwood. Aspiring to be more like mer, they often shave their fur,
wear Altmeri clothing and even adopt superior attitudes towards men
and other beast races.
Kamal – the Snow Demons of
Akavir that thaw out each year and attempt to overrun the Tang Mo.
In the past, they have also attempted to invade Tamriel.
Ka Po’ Tun – the Tiger
Folk of Akavir. The last of the Akaviri Dragons were destroyed long
ago, during a war between the now Ka Po’ Tun and the Tsaesci. Now
the Tiger Folk seek to become Dragons; their leader, Tosh Raka, has
reputedly succeeded and is now the largest Dragon on Nirn.
Maormer (Tropical Elves) –
originally outcast Aldmer, who now have a well established culture
on the continent of Pyandonea. Their skin has a natural
chameleon-like quality that tends to give them an unusual, colorless
appearance.
Sload – a slug-like race
despised by all of Tamriel for unleashing the Thrassian Plague which
wiped out most of the inhabitants of Tamriel (ca.1E2200). Their
homeland of Thras was subsequently sunk by a united Tamrielic armada
and it was believed all had been killed, but some remain. They are
slow and deliberate creatures with a very high aptitude for magic
and a particular interest in necromancy.
Tang Mo – the hugely
diverse Monkey Folk of the Akaviri archipelago. They have always
managed to resist becoming enslaved by the other dominant races of
Akavir. They do not appear to be related to the Imga.
Tsaesci – the Akaviri
Serpent Folk credited with having eaten all of the Akaviri men and
attempting to eat all of the Akaviri Dragons. During the First and
Second Eras, Tsaesci were quite accepted in Tamriel and, for a
substantial part of the Second Era, they controlled the Empire.
You can learn more about the races of Akavir from the game
book, Mysterious Akavir
and from the
unofficial article, Definitive Akavir.
7. Where can I find out about
gods and stuff?
A
collection of official sources, game books and unofficial studies
about Elder Scrolls immortals and their roles are available
at the sites,
The Imperial Library: Tamriel Gods
World Of Tamriel: Gods and Religion
The
Theoretical Whirling School Of Vivec.
8. Who is Tiber Septim?
Tiber Septim
is the Imperial name taken by the first Emperor of the Third Era
Cyrodilic Empire of Tamriel. His other titles include Stormcrown,
Talos the Dragonborn and Ysmir, Dragon of the North. There are
conflicting accounts of his origins, some report that he was born in
Atmora, others High Rock and still others proclaim him as a Nord
from Skyrim.
He unified Tamriel at the end of the Second
Era, negotiating an armistice of peace with Vivec of Morrowind and
conquering the resistant Aldmeri Dominion with the Numidium, a
gigantic Dwemeri golem of incredible power (see question 9. below). Tiber Septim died in
3E38, aged 108, and is now venerated as the ninth Divine of the
Cyrodilic pantheon.
You can learn more about Tiber Septim
from the game book, The Pocket Guide To The Empire: Cyrodiil.
9. What was the Numidium?
Numidium was
a massive automaton, forged in the First Era by Chief Dwemeri Tonal
Architect Kagrenac as the new god of the Dwemer. Issues surrounding
the construction of Numidium and its link to the Heart of Lorkhan
were the principal causes of the War of the First Council (see
question 13. below). Numidium
later came into the possession of Tiber Septim who employed it in
his conquest of Tamriel.
Here is a brief timeline
summarizing the historical events surrounding Numidium:
Pre 1E668 – Dwemeri tonal
architect Kagrenac first constructs Numidium (Anumidium or Anumidum,
The Brass God) intending to 'power' it with the Heart of Lorkhan.
ca.1E670 – Battle of Red
Mountain, Numidium is destroyed or captured by Dunmeri forces, led
by the later Tribunal.
2E 864-896 – Tiber Septim
learns of Numidium, and acquires it from Morrowind; either piece by
piece or possibly through secret treaty with the Tribunal in return
for self-government. Imperial Battlemage Zurin Arctus researches the
construction and activation principles of Numidium - he prepares it
for use and creates the Totem to control it.
2E896 – Using the Mantella
as its 'power source', Tiber Septim activates Numidium and employs
it to conquer the Aldmeri Dominion and establish himself finally as
Emperor of Tamriel.
Following the capitulation of Summurset, Numidium is destroyed
in a battle with 'the Underking', a possibly undead entity of
uncertain identity (see question 14. below).
3E 1-ca.400 – Imperial
agents collectively known as The Blades collect together and
re-assemble the broken fragments of lost Numidium.
3E401 – The lost Mantella
is rediscovered by Nulfaga of Daggerfall, High Rock.
3E 405-410 – The Totem is
found by a personal agent of Emperor Uriel Septim VII and, as
rumours spread of their discovery, various Tamrielic factions vie
for control of this and the Mantella, and consequent control of
Numidium.
3E410 – Numidium is
re-activated and a parallel reality paradox occurs whereupon the
golem is employed by six different masters, to achieve six
geographically separate series of tasks simultaneously. This
phenomenon is known historically as the 'Warp of the West' or 'The
Second Numidian Effect'.
After 3E410 – The
whereabouts or state of Numidium are unknown.
2E882-ca.3E427 – Working
from Kagrenac's plans, Dagoth Ur constructs Akulakhan (Second
Numidium) at Red Mountain also intending it to be 'powered' by the
Heart of Lorkhan.
10. What’s the deal with
Nerevar?
Lord Indoril
Nerevar was the Chimeri King who led his people into peace with the
Dwemer (ca.1E401) so that they might defeat their common enemy, the
Nords. He and Dwemer King Dumac named their united land the Kingdom
Of Resdayn and the peace they negotiated lasted about two hundred
and fifty years, until it was shattered by the War of the First
Council (see question 13.
below) in which Nerevar was slain. In Morrowind, Nerevar is now
venerated as the ‘Herald of the Triune Way’ and is the foremost
saint of the Dunmeri pantheon.
You can learn more about
Nerevar from the game books,
Nerevar Moon-and-Star
The Real Nerevar.
-------------------- Dean of The
Theoretical Whirling School Of Vivec
The Whirling School | Academy for Dwemer Studies | TES Lore FAQ
Edited by Archeopterix (05/27/04 07:19
PM)
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Nigedo |
Diviner |
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Reged: 05/29/03 |
Posts: 2594 |
Loc: Deep beneath Vvardenfell
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11. Who are the
Tribunal?
The Tribunal,
or ALMSIVI, are the three god-kings of Morrowind; Vivec, Sotha Sil
and Almalexia. They were the personal advisors of Chimeri King
Nerevar before he was slain at the Battle of Red Mountain (ca.1E700,
see question 13. below). Their
apotheosis followed soon after and they have been worshipped as the
‘true gods’ of Morrowind ever since.
You can learn more about
the Tribunal from the game book, Fellowship of the Temple.
12. What happened to the
Dwemer
(Dwarves)?
Almost the
entire race disappeared, suddenly and mysteriously (ca.1E700). This
is a subject that is further complicated by conflicting reports of
the circumstances of their disappearance.
The most consistent
accounts appear to suggest that the Dwemer were either destroyed or
transported to another time or plane of existence, in the midst of
the Battle of Red Mountain through the actions of their High Priest
Kagrenac in relation to the Heart of Lorkhan.
For more
information see question 13.
below.
13. What was the Battle of
Red Mountain all
about?
This battle was
the final conflict of the War of the First Council which was fought
across the land of Resdayn (now Morrowind) in the earlier part of
the First Era. The opposing Chimer and Dwemer armies met at the
volcanic mountain, Vvardenfell, which was the location of the last
great stronghold of the Dwemer. There are many contradictory
accounts of this battle, but the essential outcomes were the
conclusive victory of the Chimer and the sudden disappearance of the
Dwemer.
You can learn more about the Battle of Red Mountain
and the disappearance of the Dwemer from the game books,
The Battle of Red Mountain, and the Rise and Fall
of the Tribunal
The Five Songs Of King Wulfharth
Kagrenac’s Tools
Nerevar at Red Mountain
The War of the First Council.
14. Who is the Underking?
The
Underking is a powerful individual of uncertain identity, who has
been quietly feared throughout Tamriel during the course of the
Third Era. He is believed to command undead servants and most common
folk perceive him to be an ancient lich or a necromantic mage. Some
scholars have linked the Underking to Zurin Arctus, Imperial
Battlemage of Tiber Septim, and have said that the energy within the
Mantella used to power the Numidium, was actually the trapped life
force of Arctus, which prevented him from dying after a natural
time. A conflicting viewpoint understands the Underking to be an
ancient Nord hero called both Wulfharth and Ysmir, who has had
several incarnations.
You can learn more about the
controversy surrounding the Underking from the reliable source, The Story
of Daggerfall
and from the game book, The Arcturian Heresy
15. Who are Maruhk and the
Maruhkati
Selective?
Maruhk was a
“monkey prophet” who claimed to have visions of Queen (later Saint)
Alessia, who had led the liberation of the earliest Cyrodiils from
their elven overlords (ca.1E243). During the First Era, his strict
teachings were enforced throughout much of Tamriel under the
theocratic rule of the Alessian Order.
The Maruhkati
Selective was a fanatical Alessian sect of the First Era, who
apparently caused the Dragon Break by magically attempting to
separate the elven god Auriel from Akatosh, the Cyrodilic Divine.
16. What the heck is the
Dragon Break?
The
Dragon Break refers to a temporary disruption of the normal flow of
time (the sphere of Auriel or Akatosh, the Dragon god) that may have
occurred during the First Era. In a general sense, the term ‘dragon
break’ is also often used to describe any similar idea of a temporal
disruption (e.g. the 'Warp of the West', see question 9. above), although the historic
Break is the only universal example of this phenomenon that has been
documented.
You can find out more about the Dragon Break from
the game books,
Where were you when the Dragon
Broke?
The Dragon Break Reexamined
and from
the unofficial reports,
Dragon Broke Study
Incident At Rimmen.
17. Who are the Psijics?
The most ancient
monastic community of Tamriel; they inhabit the Isle of Artaeum near
the Summurset Isles. The first mention of the Psijic Order was
recorded in the year 1E 20 by the Breton sage Voernet, who travelled
to Artaeum to meet with the Psijic Rite Master, Iachesis.
Artaeum disappeared from Tamriel at the beginning of the
Second Era, about the time the Mages Guild was founded, and
reappeared 500 years later. No one has ever explained this
disappearance, or what happened to Iachesis and his
council.
Although the Psijics continue to act as counsellors
for royalty, their presence and use is not as widespread as it was
in the past. Legend holds that the Psijic Order once magically
summoned a storm which destroyed the naval fleet of King Orgnum of
the Maormer (ca.3E110).
You can learn more about the Psijics
from the game books,
On Artaeum
The Old Ways
and from the reliable
source, The Road To Cyrodiil.
18. What Elder Scrolls
games were released before TESIII: Morrowind and what
happened in them?
TES:
Arena was released in 1994. TESII: Daggerfall was released in
1996. TES Legend: Battlespire was released in 1997. TES
Adventures: Redguard was released in 1998.
Here is a
brief summary of the setting for each game:
TES: Arena (3E 389 - 399) Emperor
Uriel Septim VII is betrayed by the imperial battlemage Jagar Tharn
and imprisoned in a dimension that Tharn creates using the Staff of
Chaos. Tharn then uses his magic of illusion to assume the Emperor's
aspect. For the next ten years, Tharn abuses Imperial privileges,
but discontinues Uriel VII's schedule of re-conquest. Eventually a
hero steps forward to defeat him and free the true
Emperor.
TESII: Daggerfall (3E 405) A personal agent of Uriel Septim VII,
ordered to the Iliac Bay to investigate the death of King Lysandus
and to find a missing letter that the Emperor had sent to the Queen
of Daggerfall, becomes embroiled in a complex weave of political
struggles. His adventures peak when he recovers the lost Mantella,
the power source of the great Numidium.
TES Legend: Battlespire (sometime between 3E 389 - 399) The Daedra Lord Mehrunes Dagon takes
control of the Battlespire, the extra-planar proving ground of the
Imperial Battlemages, destroying or possessing all of the mages
inside. A young initiate arrives at the Battlespire gates and
quickly realises that, to survive and return to Tamriel, he must
somehow overcome the Daedric terror within.
TES Adventures: Redguard (2E 864)
The Redguard Cyrus, and his sister Iszara,
lead a rebellion against Imperial forces on the island of Stros
M’Kai, off the coast of Hammerfell. Together they must destroy the
Imperial fleet in the harbour and defeat the Imperial Legion, both
commanded by Lord Admiral Amiel Richton, representative of the
Emperor Tiber Septim.
For more information about these games
visit these official sites,
Arena Overview
Daggerfall Overview
Battlespire Overview
Battlespire Website
Redguard Overview
Redguard
Website
TES Past Games Forum
19. What is the Staff of
Chaos?
The Staff of
Chaos is hugely powerful, ancient artifact that once lay hidden, and
magically protected, in the catacombs beneath Mournhold. Jagar
Tharn, the Imperial Battlemage of Emperor Uriel Septim VII
(ca.3E389), disguised himself as a common bard and tricked the
Dunmer Queen Barenziah into helping him to retrieve the
Staff.
Tharn used the Staff of Chaos to transport the Emperor
and his personal guard to another plane (see question 18. above) and then broke the Staff
into eight pieces, concealing one piece in each province of the
Empire. A hero, now remembered as the Eternal Champion, collected
these pieces, defeated Jagar Tharn and used the reassembled Staff of
Chaos to release the Emperor. The present whereabouts of the Staff
is unknown.
You can learn more about the Staff of Chaos and
Jagar Tharn’s deception from the game books, The Real Barenziah.
20. What is the Eye Of
Argonia?
The Eye of
Argonia is a priceless gem that also serves as a key to the Lost
City of Black Marsh. Little more is known about either the gem or
the City. (Eye of Argonia was also the name that Bethesda
gave to a follow up game to TES Adventures: Redguard that was
designed but never developed.)
This FAQ was produced by a large group of
this forum’s regular users.
A loremaster is just someone who has read more game
books than you have.
-------------------- Dean of The Theoretical Whirling School Of Vivec
The Whirling School | Academy for Dwemer Studies | TES Lore FAQ
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