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The Eras
An overview of the various eras:
Prehistoric Eras
1. The Dawn Era – The birth of time itself. Different from the Merethic Era.
2. The Merethic Era – Includes creation of Time and Nirn, the Aedra, Daedra, and the races of
Tamriel.
Modern Eras
1. The First Era – Includes both the founding of the First and Second Empires. (The First
Empire, either the Ysgramor Dynasty of Skyrim or the Alessian Empire; the Second, the Reman
Dynasty)
2. The Second Era – Also known as the "Common Era," includes the rule of the Akaviri
Potentates, as well as the 400-year time period known as the Interregnum. The Elder Scrolls
Online and Redguard take place in this era.
3. The Third Era – Includes the founding of the Septim Empire, ruled by the Septim Dynasty,
and lasts 433 years. Arena, Daggerfall, Morrowind, and Oblivion all take place during this era.
4. The Fourth Era – Includes the events following the end of the Septim Dynasty, such as the
Great War and the events of Skyrim.
Side Notes:
After the Pre-historic Age we've had 4 Ages: Ancient (4000BC-478AD) Medieval (478AD-1453AD)
Modern (1453AD-1789AD) and Contemporaneous (1789AD-Today) Therefore:
First Era = 4000BC-478AD (1E 1 – 1E 4478)
Second Era = 478AD-1453AD (2E 1 – 2E 975)
Third Era = 1453AD-1789AD (3E 1 – 3E 336)
Fourth Era = 1789AD-Today (4E 1 – 4E 228)
Nirn doesn't orbit arround the sun because it's in the center of the universe. Therefore the amount of
time it takes for the sun to orbit arround Nirn is equil to a year. On average, each month on Nirn has
about 30 days, same as months in real life. So presumably the years are almost equil to years in real
life. Here is where it gets confusing though. Skyrim came out in the year 2011 and took place in the
year 4E (fourth era) 201. So right now it would be the end of 4E 204. Oblivion took place in the year
3E 433, which was the last year before the fourth era began. So we have to go back 201 years from
2011 and subtract one to get to the time of oblivion. That puts us at the year 1809, back when the
napolionic wars were going on. To get to the beginning of the third era and the conquest of Tamriel by
talos, we have to go back 433 years, which puts us at 1376 in real life. Talos conquored Tamriel in 2E
896. So by subtracting 896 years from 1376 equils 481, just after the fall of rome, which is ironic
because it's the fall of the Reman dynasty in TES universe. Now we come to the first era, which is by
far the longest (2920 years). subtracting 2920 by 481 would get us to 1E 2439, the TES date of the
(supposed) birth of christ. So the begining of the first era would be 2439 BC, which is like centuries
before the pyramids were built.
Races:
Tamriel is the home of ten main races, each occupying a different portion of the continent. The races
are:
Altmer (High Elf) – Summerset Isles (Sidhe Changelings)
Racial Merit: Highborn - Regenerate 25% of the character's maximum Magicka per
second for 60 seconds.
Unique racial effects: +50 Magicka
Argonian – Black Marsh (Modified Mokole)
Racial Merit: Histskin - Regenerate health 10 times faster for 60 seconds.
Unique racial effects: 50% Disease Resistance, Waterbreathing
Bosmer (Wood Elf) – Valenwood (??? Changelings)
Racial Merit: Beast Tongue (Command Animal) - Make all surrounding animals your
allies for 60 seconds.
Unique racial effects: 50% Resistance to both Poison and Disease
Breton – High Rock (Human)
Racial Merit: Dragonskin - Absorb 50% of Magicka from all incoming spells for 60
seconds.
Unique racial effects: 25% Resistance to Magic
Dunmer (Dark Elf) – Morrowind (??? Changelings)
Racial Merit: Ancestor's Wrath - Surrounds the character in fire for 60 seconds.
Unique racial effects: 50% Resistance to Fire Damage
Imperial – Cyrodiil (Human)
Racial Merit:
Voice of the Emperor - Nearby people are Calmed for 30 seconds.
Star of the West - Temporarily transfers Fatigue from an adversary to the caster,
increasing the target's weariness and rejuvenating the caster.
Unique racial effects: Find more gold than usual
Khajiit – Elsweyr (Modified Bastet)
Racial Merit:
Night Eye - Improved Night Vision for 60 seconds (can be toggled multiple times
per day).
Eye of Fear - Affected targets will cease combat and run away in fear.
Unique racial effects: +15 Base Unarmed Damage
Nord – Skyrim (Human)
Racial Merit:
Battle Cry - Nearby enemies are Frightened for 30 seconds.
Woad - Creates a magical shield around the caster's entire body increasing their
armor rating.
Thunder Fist - inflicts elemental frost damage upon an opponent.
Unique racial effects: 50% Resistance to Frost Damage
Orsimer (Orc) – High Rock and Orsinium (Troll Changelings)
Racial Merit: Berserker Rage - Take half damage and do double physical damage for 60
seconds.
Unique racial effects: None
Redguard – Hammerfell (Human)
Racial Merit: Adrenaline Rush - Regenerate Stamina 10 times faster for 60 seconds.
Unique racial effects: 50% Resistance to Poison
Other Creatures
Werewolves (Garou)
Racial Merit: Beast Form - Take on the Form of the Wolf.
Racial Merit: Ring of Hircine (Totem of Hircine #4) - Allows for unlimited
Werewolf transformations per day; only active when you're wearing the Ring of
Hircine (must be a Werewolf).
Racial Merit: Totem of Brotherhood (Totem of Hircine #1) - Summons two wolf
spirits to aid in battle.
Racial Merit: Totem of Fear (Totem of Hircine #2) - Casts Fear against nearby
enemies.
Racial Merit: Totem of the Hunt (Totem of Hircine #3) - Casts a Detect Life
spell.
Vampires (Vampires)
Racial Merit: Embrace of Shadows - Vampire is invisible and has improved night
vision for 180 seconds.
Racial Merit: Vampire's Seduction - Creatures and people up to level 10 won't
fight for 30 seconds. Granted after one day of not feeding.
Racial Merit: Vampire's Servant - Reanimate a dead body to fight for you for 60
seconds. The strength of the body increases each day the Vampire goes without
feeding, progressing from "weak", to "more powerful", to "powerful", and finally
to "very powerful" after three full days of not feeding.
Racial Merit: Vampire's Sight - Improved night vision for 60 seconds.
Racial Merit: Vampiric Drain - Absorb x points of health per second from the
target.
Dremora (???)
Daedra (Evil Celestines)
Aedra (Good Celestines)
Powers:
Resort Gifts/Disciplines/etc into Magic Schools:
Alteration
Conjuration
Destruction
Enchantment
Illusion
Restoration
Factions:
Stormcloaks
Imperial
Companions
Theive's Guild
Nightingale
◦ Faction Powers
▪ Nightingale Strife
▪ Nightingale Subterfuge
▪ Shadowcloak of Nocturnal
▪
▪
Mage's College
◦ Faction Powers
▪ Summon Arniel's Shade
Dark Brotherhood
◦ Faction Powers
▪ Summon Spectral Assassin
Black Books:
Epistolary Acumen
The Sallow Regent
The Winds of Change
Untold Legends
The Hidden Twilight
Filament and Filigree
Birth Signs:
The Apprentice
◦ Apprentice - confers a 100 point bonus to your Magicka attribute but gives you a 100%
Weakness to Magic.
The Atronach
◦ Atronach - the Hero doesn't regain Magicka over time. Instead the Hero has a 50% Spell
Absorption to recharge Magicka. Base Magicka is also increased by 150 points.
The Lady
◦ Lady's Blessing - confers bonuses of 10 points to Willpower and Endurance attributes.
The Lord
◦ Blood of the North - regenerate up to 90 points of Health and also gain the Trollkin curse, a
permanent 25% Weakness to Fire.
The Lover
◦ Lover's Kiss - paralyze an opponent for 10 seconds at the cost of 120 points of Fatigue.
Also, members of the opposite sex are more friendly.
The Mage
◦ Mage - confers a permanent bonus of 50 points to Magicka.
The Ritual
◦ Mara's Blessing - a powerful Restore Health spell.
◦ Blessed Word - turn the undead.
The Serpent
◦ Serpent - cause a slow but potent poison on touch, while simultaneously curing and
dispelling magic on the Hero. Casting this spell costs 100 points of Fatigue.
The Shadow
◦ Moonshadow - become Invisible for 60 seconds.
The Steed
◦ Steed - grants a bonus of 20 Speed attribute.
The Thief
◦ Thief - grants a 10 point bonus to Agility, Speed, and Luck attributes.
The Tower
◦ Tower Key - open a door or container of Average lock level or less.
◦ Tower Warden - reflects five points of damage for 120 seconds a day.
The Warrior
◦ Warrior - grants a bonus of 10 points to Strength and Endurance attributes.
Standing Stones:
Vampire Clans:
The types of vampire present in Tamriel are said to number over a hundred, with nine variations in the
Iliac Bay alone, each with its own powers and abilities. vampires are related by legend to the Daedric
Prince Molag Bal, who is referred to as the "Kin-father" of vampires. As the legend states, Bal is the
father of the first vampire, which leads to all of vampirekind being considered his offspring.
Clan Volkihar (Sanguinare Vampiris) – Castle Volkihar
Clan Movarth (Sanguinare Vampiris) - Morthal
Clan Vighar (Sanguinare Vampiris) - Falkreath
Vampyrum Order (Sanguinare Vampiris) – Cyrodiil//A ruthlessly effective faction, the Order
has monopolized Vampirism within the province, ousting all other bloodlines. Members are
experts of concealment and political manipulation; having infiltrated almost every other faction
in Cyrodiil; the vampires of the Order, under the guise of mortal men and women, infiltrated
politics and the highest echelons of society to consolidate their own power and establish
themselves as influential entrepreneurs. Despite being a powerful bloodline of vampires that
have managed to make Cyrodiil their stronghold during the Third Era, the Order's strength is
not in physical numbers, but instead the skillful manipulation of Imperial society. (Ventrue)
Glenmoril Wyrd (Clan Glenmoril) (Sanguinare Vampiris) - High Rock, Skyrim, Solstheim,
Cyrodiil (This is a Witch Coven worshipping Hircine) (Tremere)
Clan Whet-Fang (Sanguinare Vampiris) – Black Marsh//They "use magicka to keep captives
catatonic and harvest from them the red nectar," and are rivals to the Cyrodiil Vampyrum Order.
Clan Lamae (Noxiphilic Sanguivoria) – Cold Harbour // neither burn nor weaken in the
sunlight, but rather become more powerful once night falls. Their abilities include invisibility.
Clan Telboth (Sanguinare Vampiris) - Valenwood // The Telboth first prey upon children,
eventually taking their place in the family and waiting for years before claiming all of them as
victims
Clan Yekef (Sanguinare Vampiris) - Valenwood //the Yekef are said to swallow men whole.
Clan Keerilth (Sanguinare Vampiris) - Valenwood //The Keerilth have a signature ability of
temporarily disintegrating into mist (whether on land or underwater)
Clan Bonsamu (Sanguinare Vampiris) - Valenwood //Bonsamu are said to be indistinguishable
from ordinary Bosmer except when seen by candlelight.
Clan Quarra (Sanguinare Vampiris) - Vvardenfell //the most savage of vampire bloodlines, who
are known for their exceptional strength and endurance,[ and attack in a state of ecstatic frenzy
(Brujah)
Clan Aundae (Sanguinare Vampiris) - Vvardenfell //potent spellcasters and seek to hypnotize
victims before feeding
Clan Berne (Sanguinare Vampiris) - Vvardenfell //prefer stealth and ambush, first poisoning the
victim with a bite, then withdrawing to a safe distance and returning to feed only when the prey
is weakened.
Clan Montalion (Sanguinare Vampiris) – Iliac Bay // They have the power of inherent
teleportation
Clan Vraseth (Sanguinare Vampiris) – High Rock // they are gifted with nimbleness
Clan Thrafey (Sanguinare Vampiris) – High Rock // whose bloodline grants the ability of
restoring damaged tissue,
Clan Garlythi (Sanguinare Vampiris) – High Rock // gifted with the ability to magically shield
themselves from damage
Clan Lyrezi (Sanguinare Vampiris) – High Rock // gifted with invisibility and the ability to
magically silence their enemies
Clan Haarvenu (Sanguinare Vampiris) – High Rock // gifted in the school of Destruction magic
Clan Selenu (Sanguinare Vampiris) – Hammerfell // are resistant to elemental attacks
Clan Anthotis (Sanguinare Vampiris) – Hammerfell // are gifted with great intellect
Clan Khulari (Sanguinare Vampiris) – Hammerfell // are gifted with the ability to paralyze their
prey
Vampire groups exist in Elsweyr and the Summerset Isles, but not much is known about them.
Lamae Bal, also known as Lamae Beolfag, "Mother" Lamae, or the "Blood-Matron," was the first
recorded pure-blood vampire in Tamrielic history and one of the last known surviving Nedes.
Daedric Princes:
The Daedric Princes (sometimes referred to as Daedra Lords, or The Old Gods by Reachmen) are those
et'ada who, when Lorkhan proposed the creation of Mundus, did not take part but rather created
domains out of themselves in Oblivion. They are the most powerful of the Daedra and thus most
commonly worshipped by mortals as deities. While Daedra can manifest as either male or female
(being in reality genderless), all of these high Daedra are typically referred to as "Princes." In all, there
are sixteen widely known Princes.
Azura - A Prince who maintains/draws power from the balance of night and day, light and dark.
Created the Khajiit.
◦ Realm: Moonshadow
◦ Daedra Mnions: Winged Twilight - resemble feral harpies
Boethiah - The Prince of deceit, secrecy, conspiracy, murder, assassination, treason, and
unlawful overthrow of authority. Boethiah is the original god-ancestor of the Dunmer
◦ Realm: Attribution’s Share
◦ Daedra Mnions: Hunger
Clavicus Vile - The Prince of deals, pacts, power, bargains, and serenity through wish
fulfillment.
◦ Realm: ???
◦ Daedra Mnions: ???
Hermaeus Mora - The formless Daedric Prince of knowledge and memory, seeks to possess all
that is knowable.
◦ Realm: Apocrypha
◦ Daedra Mnions: Seekers and Lurkers
Hircine - The Prince of the hunt, sport, the Great Game, and the Chase. he is known as the
Huntsman and the Father of Manbeasts. The lesser Daedra, Herne, is also affiliated with him.
◦ Realm: ???
◦ Daedra Mnions: Herne and Morphoid Daedra
Jyggalag - The Prince of logical order and deduction, upholds strict order above all else.
◦ Realm: Shivering Isles
◦ Daedra Mnions: Knights of Order
Malacath - The Prince whose sphere is the patronage of the spurned and ostracized, the keeper
of the Sworn Oath, and the Bloody Curse.
◦ Realm: The Ashpit
◦ Daedra Mnions: Ogrim, Dremora
Mehrunes Dagon - The Prince of destruction, violent upheaval, energy, and mortal ambition. He
is associated with natural dangers like fire, earthquakes, and floods.
◦ Realm: The Deadlands
◦ Daedra Mnions: Dremora, Scamps, Vermai, Clannfear, Xivilai, Herne, and Morphoid
Daedra
Mephala - The Prince of unknown plots and obfuscation, a master manipulator, a sewer of
discord.
◦ Realm: ???
◦ Daedra Mnions: Spider Daedra - spider-humanoid centaurs, with a naked upper head, torso,
and arms of human proportions, mounted on the eight legs and armored carapace of a giant
spider
Meridia - The Prince of the energies of all living things, enemy of the undead and all who
disrupt the flow of life. Meridia is rumored to be Aedric in origin but banished for a misuse of
magic.
◦ Realm: The Colored Rooms
◦ Daedra Mnions: Aurorans
Molag Bal - The Prince of domination and spiritual enslavement, seeks to ensnare souls within
his domain.
◦ Realm: Coldharbour
◦ Daedra Mnions: Harvesters, Dremora, Scamps, Soul Shriven, Xivkyn, Mazken, Daedroth
Namira - The Prince of the "ancient darkness," the patron of all things considered repulsive.
◦ Realm: Scuttling Void
◦ Daedra Mnions: ???
Nocturnal - The Prince of the night and darkness, the patron of all things secretive.
◦ Realm: Evergloam
◦ Daedra Mnions: ???
Peryite - The Taskmaster, the Daedric Prince of Pestilence, desires order in his domain.
◦ Realm: Peryite's Pits
◦ Daedra Mnions: ???
Sanguine - The Prince of hedonism, debauchery, and the further indulgences of one's darker
nature.
◦ Realm: ???
◦ Daedra Mnions: ???
Sheogorath - The infamous Prince of Madness, whose motives are unknowable.
◦ Realm: Shivering Isles
◦ Daedra Mnions: Golden Saints (Aureals) and Dark Seducers (Mazken) // Everscamps
Vaermina - The Prince of dreams and nightmares, a deliverer of evil omens and dark portents.
◦ Realm: Quagmire
◦ Daedra Mnions: ???
Aedra
Akatosh, the Dragon God of Time - Chief among the gods, with mastery over the flow of time.
Associated with dragons and the qualities of endurance and virtuous service.
Arkay, the Mortals' God - God of cycles, particularly that of birth and death. Presides over
funerals and burial rites, as well as ushering in the changes of the seasons.
Dibella - Goddess of beauty and art, and one of the most popular of the Divines. Widespread
cults are dedicated to both healing and sexual instruction.
Julianos - God of logic, wisdom, and the arts of magic. His temples act as educational
institutions in literature, history, and law.
Kynareth - Goddess of the heavens, winds, and rain. Patron of sailors and travelers, and often
propitiated for good fortune in life.
Mara, the Mother-Goddess - Goddess of love, compassion, and the bounty of nature. Presides
over marriage ceremonies, befitting her ancient origins as a fertility goddess.
Stendarr, the Steadfast - God of mercy, justice, and righteousness. Patron of all those who wield
righteous might to protect the weak, from emperors to holy warriors.
Zenithar, the Trader God - God of work, commerce, and wealth, invoked for success in business
ventures. Teaches prosperity through honest industry, rather than violence or deceit.
Talos, Tiber Septim, the Dragonborn