#aldmer
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elderscrollsconceptart · 7 months ago
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Khajiit, Argonian, Ancient Elf, Reachman, Orsimer
Art for Tales of Tamriel
Art by Jan Pospisil
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mannimarcoiscool · 1 month ago
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bébé
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simonteaa · 6 months ago
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A scene from a wonderful fanfiction
https://ficbook.net/readfic/6769933
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armentarius · 6 months ago
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Dunmer fairytales for her aldmer friend about Moon-and-Star of course 💫
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kinseviing · 2 years ago
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More Elder Scrolls characters :D
Elessy Inarium, the Golden Girl, she's a grumpy, sarcastic yet actually caring aldmer, also my first roleplaying character ever alongside Srrikh the tsaesci :) I still love her so much.
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This is Srikkh (one of the original draws i have of him and a redraw from like 2-3 years ago)
He probably is officially my first roleplaying character ever! since at the time Elessy was trapped in the body of a white eagle and worked as a sidekick haha. Basically this man is your local huge snake furry himbo, it is what it is.
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bam-monsterhospital · 8 months ago
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these tags are everything to me. THANK YOU. i thought i was alone!
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Regarding ayleid specifically, their skin is darker than that of altmers and their eyes are more consistently lighter, almost always with blue tint. Yeah, they still look like a generic elf, but their appearance is clearly separated from that of altmers
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(slapping the other ask on this one since they're related)
Yeah I like that there's something visually different about the Ayleid's from the Altmer/Aldmer (and by eso design standards, skin tone is about as far as they can significantly go). It's mostly based on how Dynar looks, but I also like to imagine they are more square and boxy-er looking than the Aldmer/Altmer (less like your stereotypically tall and graceful fantasy elves) to set them apart.
And I agree I like the yellow Dunmer lol. I mentioned it briefly when I did the ear headcanon thing, but I pretty much picture Chimer as a mix of Dunmer and Altmer characteristics, so it works for me!
Speaking of, when I did the ear headcanon thing I also did this skin tone thing for my own reference as a sort of mapping of general trends. Might as well post them while we're here
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quicksilverdrabbles · 2 years ago
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Ondolemar: I am a Thalmor Justiciar of the Aldmeri Dominion
Timelost Dragonborn: Sorry, the what dominion?
Ondolemar: the Aldmeri Dominion.
Timelost Dragonborn: But you're of a race called Altmer.
Ondolemar: Yes, and?
Timelost Dragonborn: Are your people really so arrogant that they would claim the name of the Pure Elves?
Ondolemar: *laughing* is that not what High Elves are in the first place?
Kaidan: *reaching out to stop her before she sets dwarven spiders on him*
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elderscrollsconceptart · 7 months ago
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Aldmer, Imperial, Redguard, Nord, Dunmer, Bosmer (all labels are per the artist)
Art for Tales of Tamriel
Art by Jan Pospisil
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caliblorn · 8 months ago
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I promised to make this post months ago and completely forgot about it until the last few days (a classic!), so here I am now. Making it. And with silly art included. Yay!
As many of you know, Mannimarco and Vanus Galerion in Elder Scrolls Online are portrayed as 2E contemporaries who mirror each other journeys to leaders, out of the Psijic Order and into their own groups. ESO makes it clear that they're meant to be similar in age as well, and it does so both by de-aging Mannimarco's model for the "Half-Forming Understandings" quest, and by making it say by Vanus himself in Artaeum Lost.
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BUT! If you have played Morrowind or Oblivion, you might already be familiar with Where were you when the Dragon Broke?, an account of different people's experiences during the Middle Dawn, the 1E Dragon Break. And oh! Look who it is.
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(notice also he says God, not King) The Middle Dawn happened between 1E 1200 and 1E 2208. Time fuckeries as much as you want, but nonetheless, 1E ends in 2920, and we know FOR SURE that Vanus was born the first years of 2E and that he joined the Psijics as a 11 yo. So, even if we took into consideration ONLY the latest period of the Middle Dawn, Mannimarco would have been a... 700+ years old novice when he met Vanus. Very funny to think about, but an old mer having an intellectual rivalry with a teenager doesn't really scream "brilliant" to me.
I'd say the retconning of his age is also supported by Worm Saga, were he doesn't mention at all his period in the Maruhkati and makes it sound like he was either born or taken to Artaeum at a very young age.
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Plus, both in Worm Saga and in the Vault's flashbacks and in every other source ever (WRITTEN FOR ESO. AHEM.) we see that his "discovery" of necromancy happened on Artaeum. Like, it's screamed into our ears a couple of times or more in the game itself.
The problem with all of this? The book that implies he lived through the Middle Dawn is still present in ESO.
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Which is to me one little example of a bigger issue with ESO writers rewriting/retconning things without taking away/trying to somewhat link the original sources. But I digress, there are different ways to make this work but since some are too complicated to be discussed now, I'll just share with you what I usually go with;
Mannimarco is a great liar. Not only a liar, a politician. A sales man. A guru. He knows how to give himself prestige. What "Where were you when the dragon broke?" is to me is either fake accounts fabricated by the Cult themselves, or stolen accounts (probably from Artaeum's archives!) where his false experience was added and then sent around Tamriel.
If I had to make a TIMELINE for all the pieces cited, I would say the publication order would be "Where were you when the dragon broke" (used as propaganda by the Cult to make Mannimarco's figure important)-> "Artaeum Lost" (disproves what was fabricated about Mannimarco)-> "Worm Saga" (new attempt to give himself prestige with that "aldmer, scion of et'Ada").
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the-elder-polls · 2 months ago
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don't see your favorite here? choose your favorite and then go to the #non player races tag on my blog to see the other options! thank you to the uesp for their lists.
thank you to anonymous for the suggestion!
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ffxivxd · 1 month ago
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Halric of House Aldmere is a 9 year old Drahn who has a fondness of nectarines. He once resided in a mountain village of Amh Araeng with his mother. However, while they were foraging for food, they were set upon by sin eaters where his mother died and he was severely injured.
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jag-rat · 9 months ago
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Merethic Era Falmer (snow elves)
I was thinking of doing a mini project about Merethic Tamriel and a documentation of the people that were living there in a sort of semi-historic way.
Of course most of it would probably not be entirely lore accurate and there will be a lot of headcanoning but it's fun regardless. So enjoy the first addition to this series.
Falmer: The falmer during the Merethic era were the tallest mer race on Nirn growing on average between 6 - 7 feet. They were also the hairiest and bulkiest on average due to the cold climate. Their culture and practices during this time were very similar to modern day nordic ones due to the cultural overlap and assimilation on the atmorans end when they first arrived to Skyrim.
They valued strength and honour. Their original gods are long lost now however historians speculate the modern nordic gods could share traits with the Falmer's old gods.
In the early Merethic era the snow elves invaded and seized what is currently the Summerset isles. This is how it is assumed Auri-El (An Altmeri/Aldmeri God) was introduced to Skyrim and later would become the primary god in the snow elven pantheon.
Furs, beards, and long hair was the norm in terms of falmer fashion for a long time due to the extreme weather however the shorter hair and beardless look though impractical in such weather was popularised in later years. Again influenced by the fashion trends on the much warmer summerset isles.
Generally speaking when the Falmer weren't invading distant lands or declaring wars with other clans they were a prospering civilisation and in the early days were much like the nords not particularly interested in magic. This was partly due to the fact Skyrim has large iron deposits meaning smithing and weaponry were the most practical but that didn't mean there was no magic at all.
Healers generally could manipulate the weave and tell or even change the future. But when Auri-el was popularised magic become a much larger part of the Falmers lives being combined and assimilated into what they already had. For example enchanting among smiths and manipulation of elements specific to Skyrim (Ice magic mostly).
These changes didn't come fast of course, the falmer were quite stubborn. But over time a cultural shift did happen going from axe-wielding barbarians (As the Aldmer called them) to a slightly more tame society that we know a little bit today.
This didn't come without its challenges however as while the falmer were changing the Atmorans living there were not and in fact had taken on a lot of the cultural aspects or even gods of the traditional falmer. This inevitably was the beginning of the end as tensions got higher with these cultural and religious differences it ended the only way it could, in a war. And well, you know the rest.
Currently the ancestors of the Merethic snow elves thrive in cave systems below ground. While the nords toil above ground, the nords frost resistance of course being a product of falmer and atmoran ancestors. Regardless both societies still hold the values the early Snow elves held. Strength and Honour.
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the-mercurial-star-o-vesper · 2 months ago
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Going on from Trinimac (He's my favorite god of the Elder Scrolls), the way his story goes is interesting.
So.
In story, we know he gets "consumed" by Boethiah and Boethiah takes his form, and talks to people about Truths, and afterwards, Trinimac is diminished into Malacath and Boethiah goes on to lead the Dunmer.
This? This is interesting for several reasons.
( Now for the sake of me not doing a bunch of research, pulling sources, and trying to parse the esoteric deep lore of TES and the manic writings of Kirkbride, I'm sticking with Morrowind's in-game books, such as "The Changed Ones" and "Variaties of Faith". I'll prolly get to more esoteric stuff at a later post? When the thought hits me. )
They know that its Boethiah Talking and not Trinimac.
Trinimac Worship is not picked up again after this, even though he was the strongest and more favored god.
There has been no attempt to turn Malacath back into Trinimac. As impossible as this sounds, I need to point out the power of belief in the Elder Scrolls and the idea of objects and rituals. If you can Break Akatosh, Time itself, you can reverse what happened to Trinimac (who was changed by considerably less strenuous means). If you can mantle the Dead God Lorkhan (Talos), then you can revive the God Knight. ... Nobody has done this, however.
Orismer are then paraih'd from the Aldmer / Altmer, with no attempts to reunite, renegotiate, or anything--just an immediate marking them as no better than Ogres and Goblins. Worse still, if you read "Pig Children", it seems that a lot of the sentience on Tamerial don't like orcs.
Trinimac's story, by his own former people, the Old / High Elves, is reduced to propoganda made against Dunmer worship. And this, is coming from the same peoples who want to return to pre-dawn and despise Lorkhan. You'd think that they'd keep Trinimac worship for that reason, if nothing else.
Boethiah is the deceiver of nations, they're one of the worst daedra to run into given their ruthless bloodthirsty nature, and they're attached to conspiracy and deceit.
... So if they knew it was Boethiah, why listen? Why trust it?
Especially if you know that this Daedric Prince, anathema of Auri-el and Aedra, is prancing around in your most favorite of gods? I'm pretty certain playing puppet with someone else's body is a violation worthy of raising alarm.
There's only one reasonable answer:
It wasn't Boethiah.
Something to note about the Aedra of the Elder Scrolls. They're bound to interpretation. The closest we're gonna get to pre-dawn et'Ada (What everyone was before the creation of Mundus and Nirn, so Before the "dawn") are certain Daedra.
To take example.
Kyne of the Nords, and Kynareth of the Imperials, are of the same "Oversoul" or rather, the same Aedra, but are not the same God. In fact, Kynareth was created / born from Cyrodiilic interpretations of Kyne. Kyne and Kynareth are fully capable of meeting each other as unique individuals, inspite technically being the same person, and potentially, even being against one another.
( Find any Auri-el vs Akatosh argument. Auriel doesn't like Nirn or mortality or probably humans, but Akatosh likes the place and doesn't like anyone fucking with it or the mortals. )
Collective belief will create Gods, provided there's an Aedra niche for them to come from.
( Probably the price of sacrificing bits of yourself to create things, plays into now only having power if someone can perceive you. )
( It also kinda brings in the idea that a Daedra can, in fact, become an Aedra if they are willing to sacrifice parts of themselves to expand the Mundus. Gotta remember that most of them are all Et'Ada, they are fully capable of performing those feats. Daedra and Aedra are just outdated perspectives by Aldmer. )
Anyway.
Why isn't it Boethiah.
Because, following how Aedra work? Boethiah was the Velothi Aspect of Trinimac. But because they were Aldmer undergoing a schism, it wasn't so cleanly defined as Kyne and Kynareth or Stuhn and Stendarr.
The God tore himself, under the schism of multiple interpretations.
And because each interpretation was, in of itself, a live God, and because most of those interpretations didn't fit with the greater popularity...
... Suddenly, your most Favorite God pops up into his Temple and talks about how He was Wrong. Speaks about what the Mundus is really meant to be, and how to work it.
And with that? Because that's a God talking, that's THE God talking, things he says must be true...
That's when you get the massive underlying cultural shift.
Trinimac is branded an oathbreaker, a liar, a hypocrite, and against his own aspect, by the very Aldmeri populace, and the result is that the gods schisms so badly that it divorces itself from the Mundus, and falls to pieces.
Those who still believed in him after this, were changed to Orcs, and were branded just as pariah as their god. And that's how you got Malacath, the only surviving piece and not even that good of one.
Those who believed his new truth, that part walked away as Boethiah, and lead Veloth, and the newly changed Chimer. And in fact, that's where the idea that Boethiah wore him came from, because that was the aspect that survived to keep speaking the new truths.
( There are other surviving fragments, but I'll get into them at a later time. Trinimac didn't completely succeeded in killing his Men-Counterpart )
And though Trinimac is still acknowledged as champion of Auriel, there are no more new worshipers. The truths he spoke were too terrible to return to his old worship. Because why worship what you know are lies?
Of course, as time rode on, Malacath and Boethiah were further and further estranged from their old roots. Boethiah doesn't lead peoples anymore, and Malacath sticks to his strongholds over reigning vengence against people (let alone the Altmer or Dunmer).
But its funny how a certain point of view can make the difference.
ADDENDUM:
And what of Veloth? Well, a dude can't just randomly get visions out of the ether and decide to leave home to go into the wilderness for no reason. Visions, here, are granted by gods.
This schism, it started somewhere. While it ended in the fragmentation of a god...
... It might just have been started by that very god.
There is no greater lie than the lies we tell ourselves, when we know we've done something horrible, to ourselves and to others.
That perhaps, under orders and belief, in a times of war and betrayal, a knight-general over armies killed the shieldbrother of the enemy king, and then tore the heart from that king.
[ down in front of his army and reached in with more than hands to take his Heart ]
Perhaps it was ordered by another king. Perhaps it was justice for lives now forever lost in creation as earth bones. Perhaps it was simply because so he could prove he Could.
[ As their aspects began to die off, many of the et'Ada vanished completely ]
[ shook his head at this, for he was akin to Tsun and did not care much for logic-talk as much as he did only for his own standing ]
And then he was left behind by the new king.
In such grief, its easy to ask... Why. He did everything right. He got Justice, he proved He could. He did everything right, so why?
[ Everything is spoiled, for now, and for all time, and the most we can do is teach the Elven Races to suffer nobly, with dignity, and chastise ourselves for our folly, and avenge ourselves upon Shezarr and his allies ]
Gods aren't meant to feel grief. Perhaps he went a-searching.
Perhaps he consorted with Daedra. Found the xarxes, and read direction. Looked upon Dawn and Dusk, and found beauty. Found the Web, saw the secrets.
( After all, it was murder, wasn't it? When you cut out the heart of a god and kill him perma-dead, leaving only his ghost, that is murder. That is consorting with Mephala. )
[ Know that battle is a blessing. Know that death is an eventuality. Know that you are dust in the eyes of-- ]
Found the Cycle, and he was apart of it. Revenge is always a Cycle. And when your first remembered act is murder, Death becomes your domain.
[ I am alive because that one is dead. I exist because I have the will to do so. And I shall remain as long as there are signs of my handwork, such as the blood dripping from this blade. ]
Perhaps he found himself, in the man he killed to find the now dead king. For after all, if death was his domain, surely he would know where souls go--
[ Died defending Shor from foreign gods ]
-- and merely found himself.
[ fell at sunrise and became replaced by mirrors ]
That perhaps One King over the Other was merely a perspective.
[ would hate the same-twin on the other end of the aurbrilical cord ]
[ I AM NOT ]
Death is merely finding the End, and at the end of it all, was a Tower, and he had the Key.
[ is the heart of the world, for one was made to satisfy the other ]
and you don't become sheild-thane god for another god for no one, and not for no reason.
[ the ashen-amalgamation of his sons that had survived ]
When your various dream selves are bound by interpretation, all this means is waiting for someone to tell the knowledge to. Someone who has just the right belief and understanding, that you can reach.
Especially you cannot reach the wandering, because you felled the self that could have talked to them.
[ and swore blood vengeance on the heirs of Auriel for all time ]
That perhaps this all started, because of the grief and guilt of the son who stole his fathers' lives.
[ then ascended to heaven in full observance of his followers so that they might learn the steps needed to escape the mortal plane ]
[ withdrew from the creation of the world at the last second, though it cost him dearly ]
[ dooming him to the underworld ]
[ He was undone ]
And for those who are trapped--
[ cast down their jailer king ]
--but have a chance to escape.
[ the rules of Psijic Endeavor ]
... And he just needed the right ear.
( Sorry for the trippiness. But I do so like writing something that looks like it could've walked right outta "V for Vendetta". Lots o quotes from lots o places. )
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dylant-100 · 9 months ago
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Psydhora Direnni looks good in traveling mage robes but she also looks amazing in her aldmer armor
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falmerbrook · 10 months ago
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Ear Headcanons
So this was meant to be just my headcanon for the differences between the different mer races' ears (size, shape, if they can move on their own, etc.), but there's a tinge of just general visual differences between them in there too (because this ended up being really good face practice for me). I'll mostly talk about ears though. Obviously this is more meant to be general trends than hard and fast rules.
I'll start with the playable races.
Altmer
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Tall and skinny ears that can move out and back a bit (moderate range of motion). They mostly are close to the head but can also stick out a bit.
Dunmer
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They have a wide variety of how their ears can be shaped; small, tall, wide, big, straight up, curvy, etc. The typically stick out more than Altmer's and have a larger range of motion.
Bosmer
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The largest variety of any of the races. Their ears can look like just about anything any other race has (except maybe Maormer) from any mer ears, to more human ears, to more animal-like ones. They have a large range of motion regardless of how they look.
Orsimer
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Small, almost human-sized ears, but they stick out more from the head than humans and can be wider. The pointed end tends to stick out. They can rarely move.
Breton
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Breton basically just have human ears with a little point at the top. I thought it would be fun to draw a sort of comparison to your average Nede and average Breton to highlight the subtle more merish look that I think Bretons should have too.
Ok now for non-playable races
Snow elves/Falmer
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Ok so I have terminal Falmer brainrot so I have a lot of completely made up headcanons for these guys sorry lol.
Snow elves have the least variety. They are usually shorter and closer to the head than the other mer races (which evolved as an adaptation to counter frostbite in my headcanon) and can't move. Conversely, I like to headcanon that falmer are on their way to evolving rudimentary echolocation, and therefore have huge ears that stick out far from their head, and are very mobile (this is also why their faces are covered in wrinkles). They can look more traditionally merish, or some of them have real funky shapes.
Chimer
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Basically a mix between how the Altmer/Aldmer and current Dunmer look (both in their general appearance and ears). Think of it like the transition between the Aldmer look and Dunmer.
Dwemer
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Dwemer have relatively short ears (compared to other mer) and don't stick out much, but they can be wide along the side of the head. Their shape is usually pretty angular and have limited mobility.
Aldmer
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Your standard pointy fantasy elf ears. So I technically headcanon the Aldmer as many different (although similar) groups that are referred to as one group due to the nature of retelling history and some propaganda sprinkled in there, but in general, since the other mer of Tamriel descended from them, I see them as sort of generic. Nothing particularly notable in their ears. Minimal to moderate ability to move them.
Ayleid
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Curvy. They have Aldmer sized ears with twisting and curving in different directions. Limited movement, and not too much range in size (just shape). I have 0 reasons for thinking this, I just thought it would be fun and unique and maybe fit their aesthetics.
Maormer
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I like that canon Maormer ears look fin-like but I want to turn it up to 11. Large variety of shape and size, but usually large and fin-shaped as a general trend. Huge range of movement.
Ohmes/Ohmes-raht
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They aren't elves, but they are described as human/mer-like, so I figured I'd include the Ohmes. They usually have pointy, mer-esque ears, but less distinct than most mer. Despite being relatively small, they have a wide range of movement for their size (and move in similar ways to the way cats ears move for the rest of the Khajiit). They can be extra fuzzy or have little tufts at the end for Ohmes-raht.
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greyborn2 · 4 months ago
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A SUMMARY OF MAORMER*
*with occasional headcanon
Gosh, so this one took a while. What follows is a complete summary of maormeri lore as it currently stands. Mostly taken from ESO since, well, that's been are biggest source so far really. Everything written in blue is as near to fact as we can get. It is either directly stated or pretty clearly inferred from the pieces of lore we have. HOWEVER... well, I couldn't help myself. I'm a theorist. Everything not written in blue is more theorizing and worldbuilding on my part. As a general rule I've kept to a 'connect and fill in the dots' approach rather than wholesale making stuff up. So while a lot of this isn't canon, I'm doing my best to keep to its spirit. Also; this is a long ass post so feel free to just skip around to titled areas that interest you!!
HISTORY AND RELIGION
Altmeri and Maormeri history (and faith, on the sea elves’ part) understandably differ somewhat on the topic of king Orgnum. The Altmer hold that he was once a nobleman, and priest of Auriel, and a phenomenally powerful sorcerer who turned from his god. He, they go on to claim, would start a cult in reverence of himself, bankrolled by arcane relics he forged. The Aldmer eventually being forced to break a part of their homeland away, cast it into the sea, and weave powerful mist magicks around it to contain their enemies.
The Maormer claim and fervently believe, for their part, that what the other Mer worship as Auriel is simply a small fragment of the whole truth. Their faith sticks surprisingly close to that of the Redguards; that the time god is both beginning and ending. The serpent god Satakal who bites on and eats his own tail. A god not unlike a synthesis of the traditional Auriel and the Nordic Alduin. They say Satakal, coiling serpent of time, upon who's scales all reality rests, would fall in love with the Mother Sea; from their union all the beasts of the shores and seas came. And so in love with the Mother Sea and his children was Satakal that he would shed his godly scales, for this rotation of time, walk as an elf. King Orgnum. From there the Maormeri and Altmeri tellings converge. They speak of Orgnum attempting to speak the truth to the Aldmer, of how most rejected him, and how he and the Maormer were banished.
While Orgnum-as-Satakal is the primary god of the Maormer, much reverence is also paid to the Mother Sea as well.
Some tellings draw more parallels between the story of Satakal and Mother Sea to that of Anu and Padomay, with each related to the other respectively. By this account Orgnum, as the second incarnation of their telling of Anu, can be seen as a synthesis of Anuiel and Auriel into one.
Maormer see Orgnum as not just their king, but king by right of all the seas, of his love. By this reasoning all islands, from the tiniest rock to the summerset isles themselves, are his by right.
Legend claims that Orgnum made the Maormer his children, and the children of Mother Sea, by ''spilling the spirit of the sea'' into their blood, and it was this that transformed the Aldmer into the Maormer.
When Satakal assumed the skin of Orgnum, his visage as serpent god of time still shone through his mortal form. He began looking as an ancient Mer, and as this rotation of time slowly shortens so to does his mortal life, growing younger and younger by the centuries instead of older. In the current era, it is rumoured, that king Orgnum looks as an adolescent.
Though king Orgnum's full face is almost never seen, everything below the eyes being hidden by a long veil, those who have seen it say he possesses an otherworldly beauty. Some priests and priestesses to Satakal adopt this item of fashion.
Another mark of Orgnum’s divinity is his third arm. Legend says that one can reach toward the past, one the present, and one the future. Though little has been seen of his ability to manipulate time beyond minor miracles.
King Orgnum is able to adjust his form, taking on the shape of the largest sea serpent ever seen. This silver scaled beast is the terror of the Altmeri navy and has been seen swallowing entire ships whole. It is Orgnum’s duel nature of man and serpent that the common Maormer echoes by bonding with a sea serpent at birth.
PYANDONEA
Pyandonea is a floating island chain, kept above the sea by a vast 'bed' of roots beneath her, massive deposits of the naturally floating frog metal, and a small amount of lingering Aldmeri magicks.
Pyandonea, and her surrounding sea, is eternally shrouded in unrelenting mist. Without magical aid the mist is quite literally impossible to traverse. An unaided Maormer could no more leave the isles than a mainlander could enter it. Only with the aid of Sea Witches can passage to and from the isles be formed, as well as between island settlement and island settlement.
The landmass of Pyandonea is that of dizzyingly vast mountain archipelagos overflowing with verdant jungle rainforest, from which mist and waterfalls pour down constantly. The seas around her a maze of kelp which grabs, entangles, and drowns unwary sailors and ships alike, or smashes them against the rocks... though it is only with the aid of these grasping kelps holding onto the underlying root bed of Pyandonea that it stays in one place at all. Sea beasts and water spirits prowl water and land, only adding to the danger. She is a land designed to keep people in, and out, with no passage between; and it took the Maormer much skill to escape her and turn her defences to their advantage.
Maormer settlements are often built in or around the remains of huge emperor crabs, whale carcasses, or otherwise slain titans of the deep. Maormeri ships hunt them, drive them against the shores, and harvest what meat they can; but there is often enough leftover food to support a population for the years necessary to build up a new port or town, and so some of the crew stay behind. Further inland are overgrown Aldmeri ruins, some still inhabited as strange cities that look indistinguishable from the abandoned ones from outside, only within the vines cut away and replaced with signs of civilization. Orgnum himself holds court and rules (when he is not at sea, which he is for most the of year) in one such overgrown city of ruins.
Shades of blue and white are the most popular architectural colours, just as they are most popular in fashion. White marble walls with blue shingles, deep blue sunshades spread between the whitened ribs of old krakens, sky blue tents in bustling markets. It is seen as representative and in honour of the sea; of both her waves and her crashing foam.
Despite the jungles and humidity, Pyandonea is still quite unlike the forests of Topal or the Niben. Unlike both of those it is much further from the equator, almost down to the southern ice sheets, and thus even without snowfall it can be devastatingly cold. Unprepared travellers can find themselves soaked in the mist and losing an entire limb to frostbite... if they are lucky.
BIOLOGY
Maormer are split into, very broadly, two categories. The majority of Maormer are milky white in skin and eye colour, with predominantly white, black, or grey hair. Their ears end with fin-like ridges, and they are able of safely consume salt water - their tongues have an adaptation to safely filter out salt from water, an ability that even remains for a while even after death and removal. Contrary to popular belief, they do not have gills or any special ability to breathe underwater. Finally, almost all possess a mouth of sharp teeth, specialized in tearing meat and breaking shells. So called 'leviathan' Maormer are a minority, making up perhaps a tenth of the overall population. Theirs is a bloodline that has been altered by powerful magicks - sorcery combining their ancestors with beasts of the sea. While most leviathan Maormer are descended of sea snake-hybrids, having faintly white scaled skin, fangs, gills, and springy bones that flow through water at terrifying speed this is not the case of all leviathans. Some have chitinous shells, others semi-translucent jellyfish skin, some even bearing tentacles and bioluminescent patterns. There are as many shapes of leviathan as there are fish in the sea. All are larger than their kin, though, all more at home at sea than land, and all both feared and respected by their fellows. Any captain worth their salt has a coterie of leviathans in their crew.
Maormer are naturally resistant to lightning, though fire and heat can be potentially debilitating - drying their skin out far faster and leaving longer lasting damage than it does to mainlanders.
Maormer possess the uncanny ability to 'blend' into the background and go unseen until they move, or make a noise, oftentimes to the shock of those who forgot they were even there to begin with. While the ability seems chameleonic it doesn’t actually alter the colour or texture of their skin, indeed, even a Maormer in full armor has this power. This ability is most obvious in mist and fog, where they can achieve something even surpassing invisibility.
Maormer are naturally attuned to find their balance on moving ground, be that on the deck of a ship or on the shores of their floating island-homeland of Pyandonea. When forced onto stationary land almost all seem to fall into a strange, staggering, swagger, and many suffer from so-called 'land sickness'.
CULTURE
Maormer society is organized more as a fleet than a traditional nation. Orgnum presides over the entire kingdom as both god and king. Beneath him are the many Sealords, occasionally referred to as ‘Coastal Princes’, each commanding over a fleet and clan, with many holding seaports and territory on Pyandonea itself. These Sealords are the admirals of their people. Beneath them are countless captains of near endless degrees of power. Some are near-rivals to Sealords, commanding small fleets, and ports, all across Maormer territory. Most command a single ship and crew, however. All Maormer, from the lowest sailor to the highest Sealord give a tribute of their take to those above them. All wealth trickles toward their king.
Maormeri society is traditionally a strict meritocracy. When a Sealord dies, their most powerful captain takes the role. When a captain dies, their first mate assumes command and is expected to assign the most capable Maormer under their command to their former position. Nepotism is a grave offence, a betrayal of those that serve under them.
Maormer often take slaves, as well as plunder, in their raids. Those who require too much work to keep are often killed or abandoned, with the fit potentially remaining with their new crew and captors for the rest of their lives. In dire straits, slaves are sacrificed to power Maormeri sorceries. It is not entirely unheard of for a slave to eventually earn their freedom, either remaining with the crew as a true member, or being left on the mainland once more.
A Maormer ship is nearly entirely self-sufficient, and can remain at sea indefinitely barring repair work. The sea provides adequate food and water for a Maormeri crew, and captured supplies can support whatever slaves the ship has.
Every ship keeps one or more Sea Witch, incredibly powerful mages able to command weather to devastating effect. Most Sea Witches are then further accompanied by a throng of apprentices, called Stormcallers.
Maormer trade with both Khajiit and Redguards as often as they prey on them, though some travel further afield. Even far-off Skyrim is at least partially known to them.
Almost every Maormer owns a sea serpent. When a new Maormer is born, the serpent who hatched nearest to the event is assigned to them. The two care and protect each other, forming a deep symbiotic bond. Though few sea serpents are afforded the food needed to grow to ship-crushing sizes, those who do make terrifying mounts for their bonded Maormer. Rider and beast attack as one, the intelligence of their Maormer given to their mount's terrifying strength in pure harmony.
Those Maormer who, by some means, lose their serpent are often paired again with likewise orphaned serpents - if such an opportunity is possible.
After a raid, the take is surprisingly often most distributed fairly and evenly amongst the crew. A captain or Sealord who denies his people their fair share is seen as betraying their service, and rarely long for this world.
Those Maormer unable or unwilling to live a life at sea will most often instead find themselves working as shipwrights or any number of other occupations in Pyandonea's ports. They are a small, but vital, minority.
While all Maormeri ships and crews are combat-able, not all are pirates and raiders. Some work as merchants, trading goods between Pyandonea and the broader fleet. Others make way as diplomats between the Sealords. Many more are simply 'civilian' ships; little different from a mainlander village save for the fact that they are always at sea and farm kelp and fish in place of grain and livestock.
For those Maormer unable to breathe underwater, drowning is a terrible fear. Many legends are of drowning Maormer being saved at the last moment from this fate, and their armor and clothing is designed to adapt as best it can to water and save them from drowning. Fabrics and leathers (mostly from porpoises and ornaugs) are kept resilient to water retention and wet-weight, boots are either designed with mostly uncovered feet or such that they can easily be shed, and the only metal broadly used is frog metal, or orgnium, a metal strong as steel but bearing incredibly buoyancy.
Mainlanders are often seen as clumsy, stumbling, and ill-suited to life at sea. The phrase 'groundwalker' is thus used as both a clear statement of fact but, also, often an insult to the clumsy or foolish. The irony that Maormer are just as clumsy on land is utterly lost on them - or, more likely, they simply believe it more important that one be at home at sea.
Treason and mutiny are one and the same, and both are rare indeed. The offence and mistreatment a captain must provide their crew with is incredible before the bonds of loyalty (and often blood ties too) are broken.
Song and music are major parts of Maormeri culture. From the rhythm keeping slave chants, to the sailors’ shanties, and and even the popular tunes of a pungi in a seaside town, it is hard to go long in Maormeri company without someone striking up a song or tune.
Maormer are far, far, less obsessed with breeding, pedigree, and lineage than the Altmer, or indeed most elven culture. In their eyes, their blood is only a very small part of what makes them better than mainlanders. Theirs is a sense of cultural superiority more so than racial, and those who integrate are often treated little differently than born Maormer - save perhaps for the occasional joke at their expense as they fail to find their sea legs. The endless forms a leviathan Maormer can take have almost enforced this view of accepted diversity amongst them.
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