Skyrim (Poetic Edda)

"Skyrim is the northern province of Tamriel, a land of breathtaking beauty and lethal winters."

- Description of Skyrim

Skyrim, known as Mereth to the elves, Keizaal to the dragons and Fatherland to the Atmorans, is the northernmost province of Tamriel. It is bordered by Dwemereth to the east, Cyrodiil to the south, Hegathe to the southwest and Malabal to the west. To the north of the province is the Sea of Ghosts, which houses the islands of Solstheim and Roscrea to the northeast and the continent of Atmora to the far north. A cold and mountainous region which has been home to many races since the Dawn Era, mainly elves and humans.

Early Merethic
Skyrim is home to the descendants of the Wandering Ehlnofey, that remained on Tamriel following the events of the Dawn Era, among them the Giants, Rieklings and the Nedic tribes in the Reach.

Middle Merethic
Aldmer expanding from the Summerset Isles settle in Skyrim. The first settlers created vast underground cities to escape from the coldness of the province. They became known by the Giants as Dwarves, while they call themselves the Dwemer. The Dwemer didn't have a unified government, but collectively they were known as the Dwemer Freehold.

The second set of settlers created numerous cities across the surface of Skyrim, starting with the city of Altanium on the shores of the Ilinalta in Falkreath. Initially stuck to the warmer regions of Skyrim, they used powerful magic to transform their bodies to better withstand the cold climate and thus were able to expand their kingdom. They eventually became known as the Falmer. They named the province Mereth and their kingdom stretched from forests of Falkreath and the Rift, to the plains Whiterun, to the lands of Eastmarch and to the island of Sosltheim.

At the end parts of the Middle Merethic Era, the race of twisted elves known as the Orsimer began to settle in Mereth. They were previously Aldmer followers of the god Trinimac, but when their god was transformed into the Daedric Prince Malacath by the Daedric Prince Boethiah they were also transformed. These elves became shunned from elven society as beasts an so they were forced to live in the wilderness of Tamriel. In Mereth they settled into tribal strongholds in the mountains.

Late Merethic
Atmorans rediscovered the continent of Tamriel and begin to raid the coastal Falmer settlements for decades. Years after the initial Atmoran raids, groups of them begin to settle on the northern coast of Mereth.

Around 300 years prior to the end of the Merethic Era: Ysgramor was fleeing from civil war that had broken out on his homeland, the continent of Atmora. He and his two sons, Yngol and Ylgar, arrived at Hsaarik Head, located on the Broken Cape. Ysgramor sought no violence; he was a peaceful settler, and wanted to explore new lands. Many Atmoran settlers followed Ysgramor's example, and came to Mereth to escape the civil war. Soon, the human population of Tamriel was large enough that they began to build cities, and thus Saarthal was made.

The Atmorans discovered the powerful artifact, the Eye of Magnus and brought it to Saarthal. The Falmer afraid of what the Atmorans would do with the Eye of Magnus and the large population boom of the huamsn, decided to attack the city. Almost all of the humans were slain in a single night; only Ysgramor and his sons are known to have escaped. They took the last longboat and sailed back to Atmora. This night later became known as the Night of Tears.

After Ysgramor reached Atmora, he had found that the civil war had ended. He told stories of the treacherous elves and all the brothers and sisters who had fallen in their raid upon Saarthal. Soon enough, there was a whole army ready to fight and avenge the victims of the elves. This army became known as the Five Hundred Companions. Thus began a period of time known as The Return.

On the day known as the Day of Final Passage, Ysgramor and his Five Hundred Companions set sail for Mereth from the massive shipyards of Jylkurfyk. Ysgramor himself commanded a longboat by the name of Ylgermet and served as the Harbinger of the Companions. Both of his sons had earned their places as renowned warriors and had taken two longboats under their command as well, Harakk and Darumzu.

However, during their voyage to Hsaarik, the fleet was hit by the Storm of Separation. Both of his sons were separated from the rest of the fleet, and only the youngest, Ylgar, sailed out of it alive. It is said that Ysgramor was enraged by this. He went out in the storm alone to seek Yngol, but failed. By the time Ysgramor found the shipwreck of Harakk, Yngol and his crew were already slain by the sea-ghosts. Ysgramor is said to have hunted and burned them in their honor afterwards. Ysgramor buried his son by the Atmoran traditions and dug him a barrow. It became known as Yngol's Barrow

After the Five Hundred had reached Hsaarik Head, they sought to reclaim Saarthal from elvenkind. Many of their shield-brothers fell, but the army kept the name in honor of the fallen warriors. After reclaiming Saarthal, the Circle of Captains was assembled, where it was decided that every captain and his crew should make their own paths and separate. Thus began the great expansion of Men on Tamriel and genocidal slaughter of elves. Five Hundred were known to have spread from mountainous Mereth to far southern marshes of Argonia and even to the isle of Solstheim.

Ysgramor and his crew, with the help of the Kaal Kaaz and the Sadon Reyth, fought elves in the area later named Østmark. Ysgramor stumbled on his recently dead son's grave, and, in grief, decided to build a great city named Vindhelm where the nearby river met the sea. It was to serve as a monument for mankind. The city was built by elven captives in Atmoran fashion. It was made as an impenetrable fortress. Ysgramor commanded that a great bridge to be built over the Yorgrim River, so no elf could attempt to sneak over and avenge his kin. A great palace was built that served as a seat of kings for many generations after Ysgramor himself.

Ysgramor and his Five Hundred Companions not only fought the Falmer, but also the Giants. After many hundreds slain in battle, the Giant of Legend, Sinmur, was cornered in his own barrow and fought Ysgramor to the death. However, the Giant was no match for Ysgramor's mighty axe, Wuuthrad. The axe was driven into Sinmur's skull after he was brought to his knees by Ysgramor. With the death of Sinmur, the Giants were never as mighty a threat and so the war ended.

Only a third of the Falmer population managed to survive. Most of them made, in their desperation, took an offer of aid from the Dwemer. That offer proved poisoned as they were betrayed by the Dwemer, who blinded and enslaved them. A third refused the offer and instead headed to the Rift, where their last city remained, the only known safe place for their kind. The Dwemer were left mostly alone by the Atmorans, as their underground city-states proved too difficult to conquer.

Many heroes grew to prominence during the Return, among them: Harrald Hairy-Breeks, who was said to be the god Ysmir himself; Ahzidal the Embittered Destroyer, who later became a Dragon Priest; Finna Sword-Thrower, who killed the Snow Prince; Rikvard Snow-Strider, who saved Ysgramor's crew from an ambush; and Bjorn the Iron Bear, first mate of Ysgramor.

After the war against the Snow Elves, the Five Hundred Companions broke into separate groups to find their own way in the newly conquered land. The crew of Jorrvaskr, led by Jeek of the River, journeyed around Mereth until they came upon a mysterious yet wondrous sight; "a monument of a bird, whose eyes and beak were opened in flame." This monument, that would soon later known be known as the Skyforge, was older than the Snow Elves themselves. It was thought to be from the time before the war of the gods and still retained some of their power. Jeek ordered the construction of a mead hall beside the Skyforge, using their ship as materials. The hall kept the ship's name. A settlement later grew around the mead hall named Drakefjell, ruled by Jeek's descendants.

Other crews followed Jeek's example and established mead halls across Mereth which later grew into settlements like what had happened with Drakefjell. Among these: Brakkstein, Ylgermet, Vedrfolnir, Grafvitnir, Nidhoggr and Ratatoskr.

Following the end of the Atmoran-Falmer War, numerous other migrant fleets arrived in Mereth from Atmora. The Atmoran colonies organized into four holds, later known as the Old Holds: Østmark, Blekva, Saarthal and Reftva; ruled by Jarls that were descendants from the captains that led the crews in the Five Hundred Companions. To the Atmorans the province became known as Skyrim. Numerous other cities were founded during this time, among them: Dagastar, Nimalten and Bromjunaar.

After the death of Ysgramor, the Five Hundred Companions reorganized themselves into the Companions, mercenaries that served under whatever Atmoran settlement paid them for their services.

With the decreasing food supplies in Atmora and the growing population of the Atmoran colonies, the Dragon Cult and their masters moved to Skyrim and took the city of Bromjunaar as their seat, making it the capital of Atmora and Skyrim. From there they ruled the Atmorans with an iron fist.

About 100 years before the end of the Merethic Era: after centuries of being subservient to the Dragon Cult and their masters, the Atmorans rebelled against their great cruelty. Thus the Dragon War began. At first, mankind was woefully outmatched and was easily defeated by the Dragons and their Voice. Kyne intervened and sent Paarthurnax to assist mankind. Paarthurnax, originally the first lieutenant and brother of Alduin, betrayed his kin and taught the power of the Voice to mankind, creating the first Tongues. Several other Dragons sided with Paarthurnax against Alduin. A Dragon Priest named Miraak attempted to overthrow the Dragons alone, refusing to help the Tongues in their war. His rebellion was unsuccessful and he was defeated by another Dragon Priest named Vahlok who was then made his jailor, restraining him to Solstheim. Because of his betrayal, the dragons razed his temple on Solstheim.

Mankind created a shout, known as Dragonrend, built on the hatred of the Dragons' tyranny and oppression. It forces the concept of mortality onto the Dragons, something that is impossible for it to understand, and temporarily forces it to land. The war reached its climax when the Atmoran heroes: Hakon One-Eye, Felldir the Old and Gormlaith Golden-Hilt; fought Alduin at a battle at the summit of the Throat of the World. After Gormlaith was killed and Hakon severely wounded, Felldir used an Elder Scroll to banish Alduin from the flow of time, creating the Time Wound. The Dragon Priests were overthrown, and the survivors of the Dragon Cult scattered and hid in various places throughout Skyrim. They entombed the remains of the Dragons that died during the war within Dragon mounds, with the belief that Alduin would one day return and resurrect the faithful. However, other sects within the cult believed only those who ascended to the priesthood would be granted a second life. The remaining Dragons were forced to seclude themselves in the mountains of northern Tamriel to escape being hunted down.

After the Dragon War, Atmora became ruled by the many kings that once pledged allegiance to the dragons in a Confederation ruled by a council of kings called the Moot. The Atmoran Confederation moved the capital back to the motherland and left Bromjunaar abandoned. They granted the Skyrim colonies high autonomy, which acted more as tributaries to the Confederation. This autonomy, however, would cause much in-fighting among the holds in the coming decades. By this time the cities of Haafingar and Drakefell had become quite populous so the Moot granted them the status of Holds in their own right, claiming the territory that once belonged to Bromjunaar.

The newly established hold of Hvitstrad, hold of Drakefell, began to grow in power as it held the most amount of fertile land in Skyrim. It used this power to conquer lands from Reftva, which it held for many decades before it was reclaimed. Nonetheless, it remained a major power in the region.

First Era
In 1E 88 the mage called Shalidor founded the College (Kollegium) and began training others int he art of magic. As the college took more students and grew in size, a settlement began forming around the school called Frosselvirk.

In 1E 95 Hvitstrad Hold began to expand into the Reach, taking lands from the local Reachmen. Under Jarl Gjalund they conquered the large Reachmen settlement of H'roldan and worked on colonizing the area.

In 1E 97 the Companion Bjarfrud Skoralmor founded the village of Falkreath in the forested area south of Hvitstrad. In the following years the settlement grew and Bjarfrud declared himself Jarl of Falkreath, talking the surrounding areas into his new hold.

In 1E 113 Falkreath and Hvitstad go to war over claims to the town of Blekforstun, ended with Jarl Gjalund being killed in battle by Jarl Bjarfrud. With the war won by Bjarfrud, Blekforstun became a part of Falkreath Hold. Ivar Gjalundson took the throne of Hvitstrad.

Geography
Skyrim is the most rugged region on Tamriel; not only containing five of the highest peaks on the continent, but also very snowy and cold. Much of Skyrim is vertical; mountains, cliffs, and deep valleys. The vast majority of settlements cling to these valleys. The northern half of Skyrim is a cold tundra and covered in snow year around. However, the southern regions of the province are relatively mild in the summer.

The province is separated in nine geographic regions: Eastmarch, Falkreath, Haafingar, Hjaalmarch, The Pale, The Reach, The Rift, Whiterun and Winterhold. It also has two islands to the northeast: Bleakrock Isle and Olenveld.

Eastmarch is located in the center-east part of the province, bordering the Velothi Mountains that separate Skyrim from the province of Dwemereth in the area called Icewind Peaks. The northern part of the region features snowy tundras and mountains that are covered in snow for most of the year and this area is called Giant's Run. The southern part is home to expansive hot springs that keep it relatively warm with their volcanic activity even in the winter months in the area called Frostwater Tundra. Because of these springs the overall climate of Eastmarch is relatively temperate. Darkwater River winds north from Lake Geir into Frostwater Tundra, where it meets the White River which then drains into the Sea of Ghosts. River Yorgrim also joins with the White River before it ends at the Sea of Ghosts. It drains Lake Yorgrim, which lies west in the Pale. Atmoran myths say the hot springs of the region resulted from an intense battle between the hero Wuunding and a mighty Daedra during the Late Merethic Era.

Falkreath is the second southernmost region in Skyrim, after The Rift, and the borders Cyrodiil and Hegathe, separated from Skyrim by the Jerall Mountains and the Dragontail Mountains respectively. Home of Skyrim's famous Pine Forest, Falkreath is covered in a fine mist that makes the land seem without season. The mountains rising above Falkreath are well above the snow line, striking a stark comparison to the rest of the region. The most distinguishing geographic feature is Lake Ilinalta, which covers a large portion of the central region and acts as the source for the White River. Lake Ilinalta is perhaps the biggest lake in Skyrim and and has a wide variety of fish and other aquatic creatures. Eastern Falkreath is more mountainous than the other parts of the region, due to its proximity to the Throat of the World and the Jerall Mountains. The region has a clear border between the evergreens of the forest to a thicket of snow covering the valley. Most of western Falkreath is uncharted forested territory.

Haafingar is a relatively small, mountainous, coastal region in northwestern Skyrim. The region borders the province of Malabal to the west, across the many mountains that dot the landscape. The most iconic feature of the region is a large rock outcropping towering high above the end of the Karth River and the massive Karth delta. The mountain ranges are filled with caves and ruins where bandits and creatures make their homes. The mountains of Haafingar are only the tapered end of the Druadach Mountains, an enormous range of jagged mountain peaks to the south which rise up among the clouds of the Reach. Some lower lying areas including near the Karth River are mostly comprised of forests and hills.

Hjaalmarch is a lowland coastal region in northern Skyrim. Roughly half the region is constituted by the Drajkmyr marsh, which allows for farming even this far north. The region is veined with waterways that empty into the Sea of Ghosts, and the southern and eastern mountains near its borders further isolate the area. It is home to the Karth delta, also called the Mouths of the Karth, where the mighty Karth River and the smaller River Hjaal empty into the Sea of Ghosts through a variety of intricate channels. The Deathbell flower is known to be abundant throughout the swamps. Combined with the fog that surrounds the marshes and the creatures that stalk the land, Hjaalmarch is considered one of the more mysterious regions in Skyrim.

The Pale is a northern boot-shaped region of Skyrim. The region is a barren realm covered by vast fields of ice and snow, some scattered mountains, and some pine forests. It stretches from the center of Skyrim all the way to its northern coast. Lake Yorgrim marks the eastern corner and is where the River Yorgrim flows from. The region's distinctive boot shape is due to it curving around the mountain range which forms its border with Winterhold. The Pale is sparsely populated, with safe places for travelers few and far between. The snowy terrain that makes up most of the region is unsuitable for farming; however, the far southern edge, where not mountainous, is more hospitable.

The Reach is a geographic region that extends into Malabal and Hegathe. It is the southwestern hold of Skyrim. It is made up of the Druadach Mountains, which transition into the Jerall Mountains near the hold's southeast corner. The Karth River begins in the southern region and drains the mountains, running like a deep gouge through the middle of the hold. The peaks of the Druadach range lie to the west of it, and high bluffs typically rise on the east leading to grassland and tundra. The region is rich in valuable ores, especially silver.

The Rift is the southeastern region of Skyrim and is a temperate region northwest of the intersection between the Velothi Mountains and the Jerall Mountains. It is home to the expansive Fall Forest, on the shores of Lake Honnith, which is drained by the Treva River and Lake Geir. The relatively mild climate allows for thriving agriculture. The lower half of the region is called Stony Basin and is a sprawling sea of bright trees and mildly cool temperatures. The Ragged Hills is much more mountainous and much colder as it is located at the base of the Throat of the World. Dead in the center of the Hills is Lake Geir, which serves as the primary source of food for the surrounding settlements in the area. The Smokefrost Peaks is the warmest region in the Rift. This has to do with its proximity to the volcanic mountain of Trolhetta and the Velothi Mountains.

Whiterun is the largest of the nine regions and is located in the center of mainland Skyrim. It borders six of the other eight regions, the exceptions being Winterhold and Haafingar. It features a wide variety of geographical features, including rolling plains, green hills and snow-capped mountains. The region is also known for having a large number of Giant camps. The White River divides the region. Sparse fertile plains extend from west of the river to the western border, which is situated on ideal farmland. Much of the area near the southern border and east of the river is mountainous. Winterhold is the northernmost region in Skyrim, and has weather to match. It is a vastly cold region, most of the hold is covered in snowy tundra plains and high mountain ranges. Along the cost is a polar environment of glaciers and icebergs. The mountain range marks the border between Winterhold and the Pale, and some of the northern border to Eastmarch. Between the mountains and the sea to the east lies an ice plain, where the elements are at their harshest, and life at its most scarce. Rock and ice shelves form the barrier between Winterhold and the Sea of Ghosts to the north and east, dotted occasionally with shingle beaches.

Skyrim
The Atmoran Holds of Skyrim, previously known as the Sacred Holds of Skyrim and the Skyrim Colonies, is a group of jarldoms governed independently from one another that serve as tributaries to the Atmoran Confederation.

Colonization
Atmora was always a harsh and cold continent, its tundra climate made it nearly impossible to farm so the only avaliable food to the natives were the local fauna. This made food the most valuable resource in Atmora, which caused many wars among the local chiefs over hunting and fishing grounds. This scarcity eventually forced the Atmorans to search elsewhere to obtain food and led directly to the Atmorans rediscovering the continent of Tamriel.

For the first few decades after the discovery of Mereth the Atmorans merely came to raid the elven settlements and return to their motherland with captured supplies and treasures. To help with these raiding expeditions the Atmorans settled the island of Roscrea. This settlement eventually led to Atmorans moving further south and begin settling Tamriel. However, these first colonies were small and short lived.

The first major colony was Saarthal, founded by Ysgramor Word-Bringer in the Winterhold region of Mereth in ME 300. Ysgramor wanted to escape the constant fighting between the kings of Atmora, for the few resources of their land, and build a better life for his kinsmen. More humans came to the new colony to escape the wars and it rapidly grew into a prominent city. Years after it was founded, the local Falmer attacked the city unexpectedly and slaughtered the human citizens in the event known as the Night of Tears.

After the Return and the conclusion of the Atmoran-Falmer War, the city of Vindhelm was built by Ysgramor in the region of Eastmarch. The colony of Saarthal was rebuilt and it came under the rule of Clan Sea-King, relatives of the King of Jylkurfyk. On the northern coast of Mereth, the colony of Dagastar was built by Clan Shield-Bearer. Soon afterwards, on the shores of Lake Geir, the colony of Nimalten was constructed by Clan Spear-Shaker. These four colonies became the first holds in Skyrim, respectively: Østmark, Saarthal Hold, Blekva and Reftva; and collectively known as the Old Holds. The Five Hundred Companions also founded numerous other smaller settlements, like: Blekforstun, Drakefell, Frysemere, Lokgevul, Shorstein, Snærgríma, Volskygge and Yorgrim.

After the creation of the Old Holds, the Atmorans invaded the Falmer controlled island of Solstheim to the northeast of Skyrim and conquered it. During the final battle against the elves, their Snow Prince was killed by a young Atmoran shield-maiden after he slew her mother. There they founded the colony of Skaal.

Reign of the Dragons
With the population boom of the Skyrim Colonies and the decline in both resources and subjects on the Atmoran continent, the ruling dragons and their cult decided to move to Skyrim. They built a new settlement, a city that rivaled Vindhelm in size and splender, Bromjunaar, and made it their new capital. From then on Atmora was ruled from Skyrim by the Dragon Priests. They oversaw the creations of numerous new settlements across Skyrim, among them: Folgunthur, Ustengrav, Djuprskog, Volunruud, Korvanjund, Forsdalrborg, Vindborg, Skyskyldr, Angarvunde, Forelhost, Silfrisin, Snaergrima and Frysemere.

Rule under the Dragon Priests was always harsh, they acted in their own interests and those of their masters without any concern for the interests of the people they ruled. However, the growing population in Skyrim was becoming restless. Unlike in Atmora, where the small population was easy to control through fear, the colonists vastly outnumbered the priests and the dragons and with the help of the spreading dissent by the skalds, a rebellion was sparked in ME 100 in the town of Haafingar.

Despite vastly outnumbering their oppresors, the Atmorans lacked the power to defeat them in battle. With the power of their voice, the dragons and their priests slaughtered the rebels. It appeared as if the rebellion would be shortlived. Unexpectedly, divine intervention turned the tide of the war. Firstly, a hero named Wulfharth appeared to lead the rebels into a more cohesive army. Secondly, the goddess Kyne was able to convert one of the dragons to the side of the humans. The dragon, one of Alduin's lieutenants named Paarthurnax, taught the humans how to use the power of the voice (Thu'um). This created the first Tongues, Atmoran warriors who wielded the power of the storm voice in battle. Wulfharth the Voiceless led the Tongues against the dragons, liberating his kinsmen from their oppressors.

The war culminated in a final battle between Alduin and three Tongues: Hakon One-Eye, Felldir the Old and Gormlaith Golden-Hilt. Gormlaith was slain, but the other two were able to defeat Alduin and end the reign of the dragons over mankind. After their leader's defeat, the remaining dragons and priests were hunted down by the Atmorans. The only ones that survived were those that hid away in the mountains of Skyrim.

Atmoran Confederation
After the fall of the Dragon Cult, many tried to fill the power vacuum left by their destruction. In the following decades, the Atmoran kings warred against one another in an attempt to take their place. Ultimately, none succeeded and a peace treaty was signed. This peace treated saw the creation of the Atmoran Confederation to rule over the continent. The confederation was led by a council of kings known as the Moot and Jylkurfyk was made the capital of the new country. The Skyrim Holds became tributaries of the confederation, supplying Atmora with the precious resources that it's population needed to survive it's harsh climate.

In Skyrim, the settlements previously ruled directly by the Dragon Priests reorganized themselves into the holds of Hvitstrad and Haafingar, ruled from Drakefell and Haafingar respectively. Hvitstrad came into the possession of the fertile plains of Whiterun and with them became a major power in the region, having control of much of the farms that supplied the Atmorans with food. This allowed the new hold to rapidly expand and conquer lands from the nearby Old Holds. They also began expanding into the Reach under Jarl Gjalund, an area left relatively unexplored during the reign of the Dragon Priests.

Years later, a new hold was formed in Falkreath by Bjarfrud Skoralmor and it too began to expand, coming into conflict with Hvitstrad. Jarl Bjarfrud was originally from Blekforstun and claim the town as his birthright, a town that was under the rule of Jarl Gjalund. A war broke out and they fought until Gjalund was slain in battle and the settlement came under the rule of Falkreath.

The dragon priests had been tyrants, but they kept the Holds in check. The Atmoran Confederation allowed them too much autonomy and so the Jarls began to dispute against one another. Without a strong hand to stop them, they declared wars among each other over territory and other claims. There was rarely a time when there wasn't at least one war taking place in Skyrim. Kinsmen were killing one another and the Confederation was doing nothing about it.

Rulers
The rulers of each settlement or territory in Skyrim hold a specific title.
 * Jarl: Ruler of a hold, a jarldom, and has their seat at the hold's capital, usually a city. A hereditary position following adult primogeniture, with children not being able to inherit.
 * Thane: Ruler of a fortified settlements or fortresses in a hold. An appointed position by the Jarl, reserved for worthy warriors and commanders.
 * Chief: Ruler of a town. A hereditary position following adult primogeniture, though can be passed through elective succession at the town court's discretion.
 * Elder: Ruler of a village. A position following elective seniority between the most prominent clans in the village.

Courts
Each noble in Skyrim possesses in his court. His court is made up of his councilors, advisors and bodyguard. The most important courtiers are:
 * Steward: Helps the ruler with administrating his hold as well as dealing with money and trade in the region.
 * Lawspeaker: Helps the ruler in masters is diplomacy, serving as a diplomat as well as helping him in making or changing laws in his hold.
 * Shield-Thane: Helps the ruler in matters of war, advising him with his army and navy.
 * Housecarl: Serves as the ruler's personal bodyguard, the leader of their guards and constant companion.
 * Court Wizard: Helps the ruler in matters of the arcane and serves as his personal mage, enchanter, etc.
 * Court Priest: Helps the ruler in matters of religion, serving as the ruler's intermediary in dealings with the religious cults.

The College
The College is an association of mages based in the school built in Saarthal Hold, where the town of Frøsselvirk. The school was founded by the legendary mage, Shalidor, in 1E 88. Due to the relatively short time of the College's existence they don't have any other outposts in Skyrim, but their members are present in various settlements and courts across the country.

Before the College, there was no formal place for mages to learn their trade. Each had to learn the skills themselves or seek a master to teach them, like those found in some of the religious cults. Shalidor's school centralized magical knowledge in Skyrim and allowed those with the affinity for magic to more easily learn the trade. This allowed more mages to appear in Atmoran society and this increase in prominence has gained them more respect as wise men.

Unlike the other main guilds in Tamriel, the College has a very centralized hierarchy. The titles are:
 * Arch-Mage: Leader of the College.
 * Master Wizard: Masters mages in a school of magic.
 * Wizard: Expert mages, teachers and researchers.
 * Warlock: Adept mages and graduates of the college.
 * Apprentice: Journeyman mages that have been accepted as an apprentice.
 * Associate: Novice mages and new students at the college.

The Arch-Mage is the most experienced mage in the guild, a master of multiple schools of magic and the leader of the school. Shalidor was the first Arch-Mage of the College, but he abdicated his position in 1E 105. His chosen successor was the Half-elf Gauldur, who became the second Arch-Mage of the College. Master Wizards are mages that have mastered a chosen school of magic and lead research into that magic school. Wizards are the teachers and researchers present at the college the courts around Skyrim. Warlocks are graduates of the college apprenticeship that either go about their own business or stay to continue their research until they are promoted to wizards. Apprentices are a journeyman mages that have been accepted by Master Wizards as their personal apprentices. Associates are novice mages that have only recently joined the college as students, not yet ready to be proper apprentices.

Current members in 1E 139:
 * Gauldur Merson: Arch-Mage
 * Shalidor: Former Arch-Mage

The Companions
The Companions is a loose organization of mercenary groups found across Skyrim. Their main mead hall is Jorrvaskr, found in Drakefell in Hvitstrad Hold. They have other mead halls across Skyrim: Brakkstein in Shorstein, Reftva; Eikthyrnir in Blekforstun, Falkreath Hold; Grafvitnir in Volskygge, Haafingar Hold; Nidhoggr in Frysemere, Blekva; Ratatoskr in Hirstaang, Solstheim; Vedrfolnir in Saarthal, Saarthal Hold; Ylgermet in Yorgrim, Østmark.

The Five Hundred Companions was first founded by Ysgramor during the Return to fight the Falmer. After the war was over, they began to settle down and help colonize their newly conquered land. Each crew fought in their own interests, but would still answer when Ysgramor called them to battle, like what happened against the giant Sinmur. When Ysgramor died, the Companions were left without a Harbinger. The ones left in charge were the Circle of Captains, who chose a new Harbinger among themselves. However, the new Harbinger had very little control over the organization as a whole.

With Ysgramor's death, the Five Hundred Companions became known as the Companions and began acting as mercenaries. They took jobs for anyone that paid them, acting as bounty hunters, private guards and soldiers-for-hire. Over the years, different crews have been known to be hired by opposing forces, leading to Companions fighting each other.

Being formed from a warband, the Companions have very clear military positions, but their hierarchy is still very horizontal. Their ranks are:
 * Harbinger: Leader of the Companions.
 * Captain: Leader of a mead hall.
 * Huntmaster: Leader of a squad.
 * Shield-Brother: A veteran warrior in the Companions.
 * Hunter: A proven warrior of the Companions.
 * Thrall: New members of a crew.

After Ysgramor, the Harbinger of the Companions has lost much of their power in the organization. Instead of a true leader, they act more as a guide or overseer to the various captains. It is the Harbinger that chooses their own successor, traditionally a member of the Circle of Captains. The Captains are the leaders of the mead halls across Skyrim, able to call all the members in his crew to battle should they be hired as soldiers. Huntmasters serve as leader to the squads for bigger jobs and quests that require multiple Companions. Shield-Brother are veteran warriors that have years of experience within the Companions and survived many battles. Hunters are proven warriors that are able enough to complete simple jobs on their own. Thralls are new recruits that have yet to prove themselves in battle and require supervision to complete jobs.

Current members in 1E 139:
 * Randagulf Begalin: Harbinger
 * Bodvar Little-Bear: Captain of Ylgermet
 * Rolf Gold-Scatterer : Captain of Nidhoggr
 * Gunnar Battle-Born: Captain of Jorrvaskr
 * Haki Hagbard: Captain of Ratatoskr
 * Hervor Wind-Crusher: Captain of Eikthyrnir
 * Jonark Sorrow-Stone: Captain of Grafvitnir
 * Orvar Darkhammer: Captain of Brakkstein
 * Styrbjorn Flame-Hair: Captain of Vedrfolnir

The Skalds
The Skalds are a faction of bards, poet, scholars and public speakers based in the city of Haafingar. They also have outposts in other prominent cities across Skyrim and are generally found in any inn or tavern in the smaller settlements. Their members are greatly respected in Skyrim.

Due to the Dragon Cult's monopoly on scripture during their reign, the Atmorans have always relied on skalds to keep their history and traditions alive. The crucial role of these individuals culminated in them sparking the rebellion that led to the Dragon War and the end of the reign of the dragons.

After the Dragon War, the Skalds Guild was founded in Haafingar and started a cultural revolution in Atmoran society. All the myths and histories previously preserved only through oral traditions were written down in a massive collection of poems known as the Poetic Edda and shared with many more people across the country, improving the literacy rate in the populace and strengthening their cultural identity.

Like the companions, the Skalds Guild has a very decentralized hierarchy. Nonetheless, there are titles:
 * Head-Master: Leader of the guild.
 * Word-Keeper: Experts in a chosen field.
 * Well-Versed: Teachers and scholars.
 * Free-Singer: Full members from the guild.
 * Lute-Tamer: Apprentices with the guild.
 * New-Song: New associates with the guild.

The Head-Master is in charge of preserving the knowledge of history and myths in Skyrim and overseeing the teaching of new members in Haafingar. Word-Keepers are experts in a particular subject that are in charge of keeping that knowledge preserved, it is them that choose a new Head-Master. Well-Versed are the teachers and scholars that pass on knowledge to the next generation. Free-Singers are fully fledged skalds and make up the majority of the members roaming around Skyrim. Lute-Tamers are apprentices to the elder members. New-Songs are associates that have only recently joined the guild and know little to nothing of the skald's arts.

Current members in 1E 139:
 * Bragi the Old: Head-Master

Cult of Alduin
Alduin the Dragon, known as the World Eater, is the god of time. He is depicted as a massive black dragon. According to ancient myths it is Alduin who destroys the world so that a new cycle can begin. Alduin is the rival of Shor and was the god that led the rebellion that ended with Shor's death and the Dragon becoming the new King of the Gods. During most of the Merethic Era, Alduin was the main deity of Atmora and his children, the dragons, and his followers, the Dragon Priests, ruled the humans. After the Dragon War Alduin was defeated and deposed, the Atmorans restored Shor to his former position as the Kings of the Gods. Alduin is no longer worshiped by Atmorans, but they still leave offerings to him to avoid his ire.

The Dragon Cult used to be the rulers of Atmoran and were made up of elite mages that wielded the power of the dragons, the Thu'um, to keep the population in check. During this time the Dragon Priests held completely control on the religious and cultural narrative as they were one of the few Atmorans that could read and write runestones and word walls. After the Dragon War, the Dragon Cult was officially extinct.

The symbol of the cult depicts Alduin's head staring directly at the observer.

Cult of Dibella
Dibella the Moth is the goddess of beauty. She is depicted as a beautiful woman, often naked, standing in nature. She is associated with nature, more specifically the natural beauty of the land. It is said that Dibella was the goddess that carved the mountains, valleys, made the forests and rivers as the peak of beauty. She is also associated with sexual beauty and her dogma promotes the worship of the best features of the human bodies. She is popular among bards and artists, who often use her as their muse.

The Moth Cult's priests are split between these two aspects of Dibella: natural beauty and sexual beauty. The priests that follow the dogma of natural beauty are often gardeners, caretakers and guardians of nature. The priests that follow the dogma of sexual beauty promote promiscuity and often run brothels, some even from their own temples.

The symbol of the cult depicts Dibella's arms wrapped around a flourishing tree.

Cult of Jhunal
Jhunal the Owl is the god of knowledge and wisdom. He is depicted as a wise old man, holding scrolls and runes. According to legends, he is the father of language and mathematics, being credited for creating the dragons' runic alphabet. He is popular among mages and scholars.

The Owl Cult are small, but very important to the spread of knowledge across Skyrim. Court tutors are traditionally members of the cult and many of their members are also members of the Skalds or the College.

The symbol of the cult depicts an open book.

Cult of Kyne
Kyne the Hawk, warrior-widow of Shor and Mother of Men, is the goddess of Storms. She is either depicted as a large white hawk or a huntress in pelts. She is also credited with creating the animals that populate the world, being considered the mother of beasts. She is one of the most important gods in the Atmoran pantheon and, due to her husband's death, is considered the de-facto leader of the gods. Due to her role in teaching the Atmorans the power of the dragons, they have taken to calling it the Storm Voice. She is favored by both warriors and hunters. As the Goddess of Storm, Kyne is called upon to bring rain and snow in dry times, thus she is often worshiped by farmers.

The Hawk Cult, like their goddess, is one of the most important cults in Skyrim. One of their main jobs is teaching the power of the Storm Voice to acolytes in their main temple, Kyneslundr in Østmark, something they have done since the Dragon War. Thus nearly all Tongues are a member of the Hawk Cult. They are also responsible for making sure the fauna and flora of Skyrim is honored and respected as per their goddess' dogma.

The symbol of the cult depicts Kyne in her hawk form standing of a shrine.

Cult of Mara
Mara the Wolf, handmaiden of Kyne and former consort of Alduin, is the goddess of love and marriage. She is depicted as a loving motherly figure. She is the mother of Orkey the Priest, son of Alduin. She is invoked during marriage ceremonies to ensure happiness and fertility for the couple. Her aspect of love is familial love, different from Dibella's sexual love.

The Wolf Cult has temples in nearly every settlement as their temples is where marriages are conducted in Skyrim. Thus the cult is expansive but their jobs are limited. If there are no Snake Priests in a settlement, the Wolf Priests take care of childbirth.

The symbol of the cult depicts Mara's arms around a loving heart.

Cult of Orkey
Orkey the Snake is the name of two deities: Orkey the Warrior and Orkey the Priest. Orkey the Warrior was the god that helped Alduin during the War of the Gods and the same that killed Shor in that war. He was also known as the Old Knocker, the trickster god and was depicted as an evil old man. However, during the Merethic Era Orkey the Warrior was tricked by the demon Bøiþia and transformed into the demon Mauloch and his children became the Orcs. Thus there was no Orkey in the pantheon until the death of the son of Alduin and Mara, the first leader of the Dragon Cult: Konahrik the Warlord.

According to myth, Konahrik had lived for hundreds of years until he died and ascended to godhood alongside his parents, taking the name of the missing god as his own, becoming Orkey the Priest. He is depicted as Orkey the Priest became the god responsible for taking the souls of the dead either to Sovngarde or the Void. Orkey the Priest is seen much more kindly by the Atmorans than the previous Orkey, who they hated due to his rule in Shor's death.

The Snake Cult since the apotheosis of Orkey the Priest have become healers with temples in all major settlements. They are responsible for taking care of the dying and bringing them to the temples of Shor to receive funerary rites. Another job they have is helping women with childbirth.

The symbol of the cult depicts three skulls tied together to represent the circle of life.

Cult of Shor
Shor the Fox is the King of the Gods, the god of Sovngarde and god of mankind. He is depicted as a dead large warrior with a missing heart. Shor was the first King of the Gods before he was killed by Orkey the Warrior and deposed by Alduin the Dragon. After his death he created the Hall of Valor in Sovngarde and sits there awaiting for the greatest Atmoran warriors to join him in revelry until the arrival of the End Times where he will lead them in battle against Alduin for the fate of the world.

The Fox Cult is a very important cult in Skyrim. They are the priests that take care of the Halls of the Dead and cemeteries, being responsible for all funerary rites. The Fox Priests are the only ones that know how to make Stalhrim for use in honorable burials and, for large compensation, for making equipment. As their god is the King of the Gods, they are also responsible for the coronations of the Atmoran noblemen.

The symbol of the cult depicts Shor's Hall of Valor.

Cult of Stuhn
Stuhn the Bear is the god of ransom, raiding and Shield-thane of Shor. He is depicted as a brutish warrior with a horned helmet and a greatsword. It is Stuhn that taught the Atmorans the benefit of leaving some of their enemies alive so that they could be ransomed later. According to legend it was also Stuhn who taught the Atmorans to sail on the sea and raid. The discovery of Mereth and the subsequent Atmoran raids are all attributed to him and his cult. It was said that Stuhn created the first coins in Atmora. He is revered by sailors and especially sea raiders.

The Bear Cult is relatively small, but they play an important role. The Bear priests are well known for teaching battle tactics, strategy, navigation and economics to the Atmoran people. The cult is also responsible for taxation, loans, and minting coins. Their temples act as proto-banks.

The symbol of the cult depicts Stuhn's helmet and his greatsword.

Cult of Tsun
Tsun the Whale is the god of trials, the gatekeeper and Shield-thane of Shor. He is the brother of Stuhn and like his brother is one of the warrior gods. He is depicted as a tall bearded warrior with a battleaxe. Tsun is greatly respected for his dedication to Shor, which resulted in his death during the War of the Gods. With his role as the god of trials, Tsun values hard work and perseverance among his followers. This has caused craftsmen and workers to value him greatly as they go about their tough lives. Because of his role as the gatekeeper of Sovngarde, he is often worshiped by soldiers before a battle when they expect that they would soon be seeing him in the afterlife.

The Whale Cult is small, but they serve the important role of acting as de-facto guilds for the common workers: tinkers, cobblers, brewers, weavers, tailors, smiths and artisans.

The symbol of the cult depicts the doors to the Hall of Valor.

Cult of Ysmir
Ysmir the Dragon of the North is the god of vengeance, the hero-god of mankind and the champion of Shor. He is depicted as a fierce warrior with a large warhammer. His origins are quire mysterious and there are no clear consensus. Ysmir is greatly revered by all Atmorans, especially warriors, for his defiance of Alduin's rule. It is said that Ysmir appears in the world to fight beside Atmorans with noble causes. There are two legendary warriors who are believed to have been Ysmir: Harrald Hairy-Breeks, who fought alonside Ysgramor in the Return; and Wulfharth the Voiceless, who fought alongside the Tongues in the Dragon War.

The Cult of Ysmir, which became known as the new Dragon Cult after the Cult of Alduin was wiped out, has few priests but many followers. Priests of Ysmir are very zealous and are the cult that lead hunts against demon worshipers, elves and dragons across Skyrim.

The symbol of the cult depicts Ysmir's hammer.

Other Gods

 * Ginnung: Father of Shor and god of the Void (Undergarde) where the demons make their home. Also known as Siþis.
 * Magnus: Architect of the World (Allgard) and god of the Sun. He is the father of the Midregods.
 * Midregods: Minor gods that are considered either the children or followers of Magnus. They represent the stars in the sky.

Demons

 * Azúra: a demon prince whose sphere is dawn and dusk—the magic in-between realms of twilight—as well as vanity and egotism.
 * Bøiþia: a demon prince who rules over deceit, conspiracy, secret plots of murder, assassination, treason, and unlawful overthrow of authority.
 * Clavícus Væli: a demon prince whose sphere is the granting of power and wishes through ritual invocations and pacts.
 * Herma Mora: a demon prince whose sphere is the scrying of the tides of Fate, of the past and future as read in the stars and heavens, and in whose dominion are the treasures of knowledge and memory.
 * Hersín: a demon prince whose sphere is the Hunt, the Sport of Demons, the Great Game, the Chase, and is known as the Huntsman and the Father of Manbeasts.
 * Mauloch: a demon prince whose sphere is the patronage of the spurned and ostracized, the keeper of the Sworn Oath, and the Bloody Curse. He used to be the God Orkey the Warrior, slayer of Shor, before being transformed into a demon by Bøiþia.
 * Meirúns Deigan: a demon prince of Destruction, Change, Revolution, Energy, and Ambition.
 * Meffala: a demon prince whose sphere is obscured to mortals, also known by the names Webspinner, Spinner, Spider, Teacher of the Secret Arts, Queen of the Eight Shadows of Murder.
 * Meridía: a demon prince known as the Lady of Infinite Energies, also known as the Glister Witch associated with the energies of living things. She was originally a minor god, a follower of Magnus, before being cast out to the Void.
 * Molág Bál: a demon prince whose sphere is the domination and enslavement of mortals.
 * Namíra: a demon prince known as the Lady of Decay whose sphere is the ancient darkness, shadowy spirits and repulsive creatures.
 * Noctørnál: a demon prince known as the Night Mistress whose sphere is the night and darkness.
 * Perýæt: a demon prince known as the Taskmaster whose sphere of influence includes tasks, natural order and pestilence.
 * Sengúin: a demon prince whose sphere is hedonistic revelry, debauchery, and passionate indulgences of darker natures.
 * Sheiógoraþ: a demon prince of Madness. Forgotten legends claim he once went by a different name and was the most powerful demon, before being corrupted by his brethren.
 * Vermína: a demon prince whose sphere is the realm of dreams and nightmares, and from whose realm evil omens issue forth.

Blekva
Blekva is one of the Old Holds, being founded right after the Return with the founding of the city of Dagastar. The hold is contained primarily in the Pale region, though it also controls the eastern part of Hjaalmarch. The capital of Dagastar is a major trading port in Skyrim, as it's position puts it right in the middle of the province's coastline. Other than the capital city, it contains: the towns of Frysemere and Hárgrind; the villages of Heljarchen, Ustengrav and Silfrisin; and the fortified settlements of Solstkor and Virk Dunstad. The hold's flag depicts the dawning sun in an orange sky.

Clan Shield-Bearer (Skjoldbeirir) has ruled the hold for centuries. They are descendant from the original crew of the Nidhoggr that came during the Return. They are named after their clan's treasure, the Dawnshield (Dagaskjold) that they claimed from the Snow Elves during the Return. After the death of Jarl Egil the Crow the hold was inherited by his eldest son Óttarr, but most saw Áli as the more deserving ruler. Eventually Áli managed to get the support to challenge his brother's right to rule and killed him. Ótarr's widow and infant son, Aðils, managed to escape capture by the new Jarl. Aðils grew up seeking nothing but vengeance on his uncle. At the age of 16 he rallied a band of loyal men and led a rebellion against Jarl Áli Battle-Boar. The rebellion ended when Aðils slew his uncle and reclaimed his throne, thus gaining the name Aðils the Great.

Recent Rulers

 * Jarl Egil 'the Crow' Shield-Bearer (ME 30 - 1E 28)
 * Jarl Óttarr Shield-Bearer (1E 28 - 1E 38)
 * Jarl Áli 'Battle-Boar' Shield-Bearer (1E 38 - 1E 52)
 * Jarl Aðils 'the Great' Shield-Bearer (1E 52 - 1E 121)
 * Jarl Skuld Shield-Bearer (1E 121 - )

Falkreath
Falkreath Hold is the newest hold in Skyrim, founded in 1E 97 by the famous warrior Bjarfrud Skjoralmor. The village of Falkreath attracted many new settlers due to the largely untapped Pine Forest and it quickly grew into a sizable town. Bjarfrud took the chance to declare himself Jarl of Falkreath and took the nearby villages under his controls. This brought him into conflict with Hvitstrad and a war broke out in 1E 113, which ended with Jarl Gjalund of Hvitstrad getting killed by Bjarfrud and Blekforstun being incorporated into Falkreath Hold. Other than the capital city, it contains: the town of Blekforstun; the villages of Vindborg and Forsdalrborg; and the fortified settlements of Merkiþoka and Pfundskygge. The hold's flag depicts the Pine Forest.

Clan Skjoralmor rules the hold from their seat at Falkreath. The clan claims descent from Captain Heimir of the Eikthyrnir, founder of the settlement of Blekforstun. It was Captain Heimir of the Harp that led the siege and destruction of the Snow Elf capital of Altanium on the shores of Lake Ilinalta. Heimir of the Harp, who later became a High Priest of Stuhn, is credited for introducing into the Bear Cult of Stuhn the job of storing and loaning gold, creating the first proto-banks in the Temples of Stuhn.

Recent Rulers

 * Jarl Bjarfrud Skjoralmor (1E 97 - )

Haafingar
Haafingar Hold is one of the northern most holds, created after the Dragon War from the power vacuum left from the destruction of the Dragon Cult. The capital, the city of Haafingar is famous for being the starting point of the rebellion that led to the Dragon War. The hold makes up both the region of Haafingar and the western part of Hjaalmarch. Other than the capital city, it contains: the towns of Volskygge and Folgunthur; the villages of Djúprskog, Istvatrborg and Hjaalmark; and the fortified settlements of Harmugstahl, Snærhaukr and Virk Hraggstad. The hold's flag depicts a pyre representing the spark that started the Dragon War.

Clan Fairhair (Bjarthar) has ruled the hold since it was created after the Dragon War. They claim descent from Olaf Wood-Shaver of the original crew of the Grafvitnir in the Five Hundred Companions and himself a descendant of mythical High King Yngvi of Atmora, the first to hold that title in the motherland. The clan holds the legendary Bloodaxe, the weapon that is said to have claimed the life of the Snow Elf King during the Return.

Recent Rulers

 * Jarl Eysteinn Fairhair (ME 22 - 1E 11)
 * Jarl Gudrød 'the Hunter' Fairhair (1E 11 - 1E 42)
 * Jarl Halfdan 'Black-Flame' Fairhair (1E 42 - 1E 75)
 * Jarl Haakon Fairhair (1E 75 - 1E 123)
 * Jarl Erik Fairhair (1E 123 - )

Hvitstrad
Hvitstrad is the central and the largest hold, created after the Dragon War from the power vacuum left from the destruction of the Dragon Cult. Despite this, the capital of the hold is one of the oldest settlements in Skyrim, founded by Captain Jeek of the River during the Return. Despite its age, the hold's control of most of the farmland in Skyrim gave it significant power over the other holds. With this power it was able to expand quickly and hold its own against the Old Holds. Other than the capital city, it contains: the towns of Volunruud and Korvanjund; the villages of Kallstein, Roriksgard, H'roldan, Steinfell and Bromjunaar; and the fortified settlements of Nørrin Korvard, Vestlig Korvard and Valtheim Korar. The hold's flag depicts a dragon skull stabbed with Jeek's greatsword, the Fireblade.

Clan River-Drake (Fljótdrake) was founded by Jeek of the River, Captain of Jorrvaskr, during the Return and have ruled the settlement of Drakefell, which grew around Jorrvaskr, since then. The clan holds two ancestral weapons, both once belonging to Captain Jeek, the War-axe known as Foecrusher and the Greatsword known as the Fireblade. Jarl Valdar was the most powerful of the River-Drake rulers, successfully winning consecutive wars against the Old Holds.

Recent Rulers

 * Jarl Valdar River-Drake (ME 32 - 1E 9)
 * Jarl Randver River-Drake (1E 9 - 1E 35)
 * Jarl Ragnar River-Drake (1E 35 - 1E 80)
 * Jarl Gjalund River-Drake (1E 80 - 1E 114)
 * Jarl Ivar River-Drake (1E 114 - )

Østmark
Østmark is one of the Old Holds, being founded right after the Return with the founding of the city of Vindhelm by Ysgramor the Harbinger. It is made up of the Eastmarch region and the island of Bleakrock. The region is home to the Kyneslundr, the famous forest of the Hawk Cult. Other than the capital city, it contains: the towns of Þokavarda and Yorgrim; the villages of Bjargveltask, Blekstein, Hamarrheim and Wittestadr; and the fortified settlements of Morvunskar and Virk Amol. The hold's flag depicts Ysgramor's two headed dragon sigil and his legendary battleaxe, Wuuthrad.

Clan Word-Bringer (Urdfœra) is one of the most prestigious clans in Skyrim, being founded by the legendary Ysgramor. Jarl Sigi was ousted from his throne by Jarl Valdar of Hvitstrad following a war. For a few years Sigi was an outlaw forced into exile in his own lands. He reclaimed his lands, however, and his son Rerir avenged their clan's honor by killing Jarl Valdar in 1E 9. Jarl Vǫlsung was cursed from birth to die young, earning him the nickname 'the Ill-Fated', upon receiving the Jarldom he died after only 8 years. Jarl Sigurd earned the nickname 'the Farmer' after years of incentivizing development of farming lands in Østmark to make it more independent from Hvitstrad.

Recent Rulers

 * Jarl Sigi 'the Outlaw' Word-Bringer (ME 24 - ME 4)
 * Jarl Rerir 'the Avenger' Word-Bringer (ME 4 - 1E 43)
 * Jarl Vǫlsung 'the Ill-Fated' Word-Bringer (1E 43 - 1E 51)
 * Jarl Sigmund Word-Bringer (1E 51 - 1E 88)
 * Jarl Sigurd 'the Farmer' Word-Bringer (1E 88 - )

Reftva
Reftva is one of the Old Holds, being founded by the crew of the Brakkeld, which later grew into the town of Shorstein. However, the capital of the hold was later moved to the city of Nilmaten when it outgrew Shorstein. Reftva is the smallest of the Old Holds, as half of it's region is still under the control of Mereth. Before the founding of Falkreath Hold, Reftva was the main source of timber for Skyrim, as well as warmer lands for farming. Other than the capital city, it contains: the town of Shorstein; the villages of Hillgrundsgard, Skyskyldr and Angarvunde; and the fortified settlements of Nilheim and Taarengrav. The hold's flag depicts the elven sun, the symbol of Mereth, with an armed bow aimed directly at it, alluding to the the hold's uneasy border with the Snow Elves.

Clan Spear-Shaker (Geirskaka) was founded by Vikord One-Ear, the second captain of the Brakkeld and the founder of the mead hall bearing the ship's name, Brakkstein. Originally from Shorstein, the family later moved to the growing city of Nilmaten, founded by Geirmund Spear-Shaker on the shores of the Lake Geir. Due to their landlocked hold, the clan has produced many famous hunters through the years. Among them Jarl Heimir the Brave who killed the vicious giant Aspilian.

Recent Rulers

 * Jarl Jǫrmunrekr Spear-Shaker (ME 41 - 1E 1)
 * Jarl Þjoðrekr 'the Great' Spear-Shaker (1E 1 - 1E 52)
 * Jarl Studas Spear-Shaker (1E 52 - 1E 88)
 * Jarl Heimir 'the Brave' Spear-Shaker (1E 88 - 1E 123)
 * Jarl Hildr Spear-Shaker (1E 123 - )

Saarthal
Saarthal Hold is one of the Old Holds, being founded after the Return. It is considered the oldest hold, since it holds the first Atmoran colony of Saarthal. The hold is located in the barren tundra of Winterhold. Due to this it cannot produce it's own food and relies on raids and trade, making it very dependent on other regions. Recently, the hold has become home to the famous magic College created by Shalidor. Other than the capital city, it contains: the towns of Frøsselvirk and Snærgríma; the villages of Steinliðr, Olenveld and Yngvild; and the fortified settlements of Isborg and Virk Kastav. The hold's flag depicts a sacred artifact of the city of Saarthal.

Clan Sea-King (Sjørrik) was founded by Captain Seskef of the Vedrfolnir crew. He is credited for having rebuilt Saarthal after the return and was also a member of Clan Adogit, the rulers of Jylkurfyk. Due to this close relation to the royalty of the continent of Atmora, Saarthal is the only hold actively involved in the politics of the Atmoran Confederation. Thus the Jarls of Saarthal act as de-facto viceroys of Skyrim for the Confederation.

Recent Rulers

 * Jarl Annarr Sea-King (ME 48 - ME 4)
 * Jarl Heremód Sea-King (ME 4 - 1E 35)
 * Jarl Skjöldr Sea-King (1E 35 - 1E 70)
 * Jarl Fróði Sea-King (1E 70 - 1E 108)
 * Jarl Arngrim Sea-King (1E 108 - )

Solstheim
Solstheim is the most isolated hold in Skyrim, being located on the island of Solstheim to the northeast of the continent. It was founded sometime after the Return, following the capture of the island from the Snow Elves and the death of the Snow Prince at the hands of Finna Sword-Thrower. The hold was home to the rebellious Dragon Priest Miraak, who tried to overthrow the dragons during the early Dragon War. Their isolation from the rest of Skyrim has led heretical religious cults to settle on the island. Other than the capital town of Hirstaang, it contains: the villages of Felsaad, Moesring and Kolbjorn; and the fortified settlements of Isinfier and Snærklæða.

Clan Bloodskal (Hlarskal) is descendant from the crew of the Ratatoskr, but the clan was only recently founded by Svafrlami the Bloodskal. Jarl Svafrlami forged the legendary blade the Bloodskal and took the sword's name as his own. Since then the sword has been passed down through the family. The Atmorans of Solstheim are considered a bit more savage than their continental cousins.

Recent Rulers

 * Jarl Svafrlami Bloodskal (ME 26 - 1E 10)
 * Jarl Sinfjǫtli Bloodskal (1E 10 - 1E 32)
 * Jarl Pálnir Bloodskal (1E 32 - 1E 74)
 * Jarl Tóki Bloodskal (1E 74 - 1E 104)
 * Jarl Ingjaldr Bloodskal (1E 104 - )

Mereth
The Kingdom of Mereth is an independent elven kingdom that once ruled over most of the province of Skyrim, before the Atmoran-Falmer War in the Late Merethic Era. Now it is confined to the southern Rift.

Mereth was originally a monarchy, but after the death of the Snow Prince in Solstheim to the Atmorans the country has been under a de-facto theocracy. The death of the Snow Prince brought an end to the Falmer royal family, forcing the Chantry of Auriel to place someone unrelated to the first King on the throne. Since then the real power in the kingdom has been with the leader of the chantry, the Arch-Curate.

Birth of the Falmer
In the Middle Merethic Era, around 1050 years before the 1st Era, a group of religious Aldmer left the Summerset Isles looking for a new home. This exodus was nothing new, numerous other groups of Aldmer had departed from the strict society of the islands to seek a better life. This particular group belonged to the Chantry of Auriel, but, unlike most Aldmer, saw Auriel as the only true god worthy of their worship. This didn't comply with the dogmas of the Aldmeri faith and they suffered persecution on the islands. They chose exodus instead of giving up their faith.

Initially they escaped to the heartlands of Cyrodiil, where the Ayleid city-states dominated. They saw it as the perfect place to live, as the Ayleids were very religiously liberal. However, they proved too liberal for the Chantry of Auriel as the Ayleids worshiped not only the Aedric gods of the Aldmer, but also the Daedric Princes of Oblivion. This brought the Chantry into conflict with the Ayleids and they were forced to flee Cyrodiil. This time they fled to a more remote province, one sparely populated with only a handful of underground Dwemer city-states. They headed north and called this new land Mereth.

The Chantry of Auriel was led by Altar Hilyanar into the forest region of Falkreath in Mereth roughly 1000 years before the 1st Era. The rest of the province proved too harsh and inhospitable to them, so they decided to settle in Falkreath by a large lake. Altar founded the city of Altanium and named the body of water Lake Alta (Ilin Alta in the elven tongue). Altar was declared the first King of Mereth after the completion of the city and the elves began expanding across the province.

They settled in the central plains, founding a strange monument on a large mountainous hill. They were unsure who had made it and eventually saw it as a ancient structure from the Early Merethic, possibly built by the Ehlnofey that once lived there. The lands near that monument were fertile and plain, allowing the elves to grow plenty of food in the summer months. This led to a rapid population increase within a few generations and they needed to keep expanding their realm.

Eventually they were forced to expand into the inhospitable regions. The biggest obstacle to living there were the cold climate and the extremely harsh winters. The Dwemer had solved the problem by building their cities underground, but their above-ground cousins didn't have that option. Instead they turned to magic to boost their resistance to the cold. Within a few years they grew accustomed to the land, but were permanently changed. The residents of Mereth had their skin, eyes and hair turn as white as the land they lived on. They became known as the Falmer, the Snow Elves.

Conflict with the Atmorans
The Falmer were never the only residents of Mereth, there were local wildlife as well as other intelligent tribal natives like the Giants, the Orsimer tribes and the Nedic tribes of the Druadach Mountains. For the most part, the Falmer maintained a neutral relationship with these other natives, choosing to ignore them and their territory rather than fight them over it. The most they did was defend themselves from attacks by the giants or the Orsimer. The only friendly relationship they had in the province was with the Dwemer Freehold, with which they often traded.

Their first real enemy came around 500 years before the 1st Era, when strange ships began to appear on the northern shores of the province. These ships brought with them a race of men, similar in appearance to the Nedes, but much larger and more aggressive. These men called themselves Atmorans and they began to launch many raids against the Falmer settlements in coming years. They even took the rivers inland to raid further into the elven territory. The Falmer defended themselves as best they could, protecting their citizens against the Atmoran raiders.

Eventually the raids began to subside, but they gave way to Atmoran colonies on the northern coast of Mereth. These settlements were rather shortlived, until 300 years before the 1st Era. It was then that an Atmoran named Ysgramor founded the settlement of Saarthal in the tundra of Winterhold. Despite the years of raids from the Atmorans, the Falmer chose to ignore these colonies as they weren't being aggressive towards them. Though the growing population of the humans caused a lot of unease among the nearby Falmer settlements. This uneasy peace was ended abruptly by one event. The Atmorans in Saarthal discovered a powerful Aedric artifact known as the Eye of Magnus. Afraid of what the Atmorans would do with the artifact, the King ordered his troops to attack the settlement and capture it. At night, the Falmer soldiers attacked the unsuspecting colony and slaughtered the populace. The terrible event became known as the Night of Tears. After the massacre, the Falmer took control of the former Atmoran colony to keep the Eye of Magnus safe. Unknown to the Falmer, however, three people managed to escape the massacre in Saarthal: Ysgramor and two of his sons. This would ultimately prove the elves' downfall.

A few years after the Night of Tears, the Atmorans returned. A fleet of longships landed on the shores of Mereth, carrying with them an army of five hundred bloodthirsty Atmoran warriors led by Ysgramor himself. These warriors attacked Saarthal, killing the Falmer now holding the city and taking it back for themselves. Though, they were not satisfied with just reclaiming their colony. The Atmorans invaded Falmer-controlled Mereth and began to raze their settlements to the ground, carving a path of destruction through the Falmer lands and starting the Falmer-Atmoran War.

The war lasted for years, with the Falmer desperately trying to defend their people from the savage Atmorans, but to no avail. The Atmorans were too powerful to defeat in battle. Eventually, in even the capital city of Altanium itself was attacked. The battle of Altanium resulted in the death of the Falmer King and his family, with the exception of one son that was ruling over the island of Solstheim at the time. However, the Snow Prince too would fall at the hands of the Atmorans years later when they took the island. With their rulers dead and their settlements falling one after the other, the Falmer scattered to the corners of Mereth to try to survive. A small number of them managed to take shelter in the Chantry's Sanctum in the northwestern mountains, most made a terrible bargain with the Dwemer and were blinded in exchange for shelter, while the rest headed to the sanctuary city of Ilinhame in the Rift.

Living in Fear
The Falmer were broken, their royal family dead and more than two thirds of their population was slaughtered during the Falmer-Atmoran War. Most of the survivors were forced into slavery by the Dwemer in exchange for salvation, but were betrayed and blinded during the process. A third of the survivors still live freely in their last remaining lands in the sanctuary city of Ilinhame in the southern Rift. They were forced to built fortresses around the lake to protect themselves from continued Atmoran raids.

The humans began to settle down in former Falmer lands and their attacks decreased, as they became more preoccupied with living their lives instead of killing the Falmer. However, the Atmoran attacks never stopped so the Falmer in Ilinhame live in constant fear from the ruthless barbarians that committed genocide against their people.

Since the royal family was wiped out during the war, the Chantry of Auriel took over the government of Mereth. They placed a vaguely related family on the throne as figure-heads while they held all the power in what remained of the elven country.

By 1st Era 139 many generations had passed for the short-lived humans, but for the Falmer barely two had passed since their devastating loss and there were still Falmer alive that witnessed the Falmer-Atmoran War. They had not forgotten the evils done to them by the humans.

Society
The Falmer of Mereth are a very religious people, deeply devoted to their god Auriel. Auriel, as the Falmer see him, is very similar to the Aldmer's Auri-El. The key difference in their faith is that the Falmer believe exclusively on the divinity of Auriel, while other Aldmer deities like Trinimac, Syrabane, Jephre and Phynaster are merely worshiped as Saints or very minor gods, servants of Auriel. It was because of these beliefs that the ancestors of the Falmer were forced to leave the Summerset Isles. To the Falmer, Auriel is symbolized by the sun and seen as the source of all life.

Because of their religious nature, the Falmer's Chantry of Auriel has always played a big part in their society. However, after the Falmer-Atmoran War and the death of their royal family, the Chantry has taken a more active role in ruling the country. The Chantry is led by an Arch-Curate and under him serve the priests known as Prelates and the military order of the Chantry known as the Paladins of Auriel. The Paladins in turn are led by an Arch-Paladin, a warrior chosen by the Arch-Curate to lead his forces. Prior to the War, it was the King of Mereth that appointed the Arch-Paladin. Each paladin is individually chosen to join the order and devotes their life to protecting the Falmer people.

Officially, Mereth is still a monarchy led by a queen. The current monarch has no clear ties to the former royal family and acts merely as a figure-head for the Chantry's government. Previously, the monarch of Mereth held most of the power in the country, ruling with with near absolute authority. Though even the king was subject to Auriel's judgement.

The Falmer always tried to live peacefully in Mereth, seeking to coexist with the local wildlife and native tribes as peacefully as possible. Before the Night of Tears they never committed any acts of outward aggression, only acting in self-defense should a native tribe threaten their territory. The Falmer King justified the attack on Saarthal using this logic, claiming that the Atmorans were a threat to Mereth after they discovered the Eye of Magnus.

Rulers

 * King Altar Hilyanar (ME 1000 - ME 804)
 * King Helvaro Hilyanar (ME 804 - ME 680)
 * King Riloth Hilyanar (ME 680 - ME 498)
 * King Sercene Hilyanar (ME 498 - ME 279)
 * King Beldar 'Snow Prince' Hilyanar (ME 279 - ME 230)
 * King Fanacas Velkeya (ME 215 - ME 58)
 * King Mafrero Velkeya (ME 58 - 1E 52)
 * Queen Mairasse Velkeya (1E 52 - )

Settlements

 * Ilinhame: The current capital city of Mereth. It was founded circa ME 900 when the Falmer expanded into the Rift during the reign of King Altar. It rests on an island in the middle of Lake Honnith.
 * Gondorin: A fortress town built a distance northeast of Ilinhame. It was built after the Falmer-Atmoran War to protect the city of Ilinhame from an Atmoran invasion. It serves as one of the three fortresses still guarding the last Falmer sanctuary.
 * Erindar: A fortress town built a distance southwest of Ilinhame. It was built after the Falmer-Atmoran War to protect the city of Ilinhame from an Atmoran invasion. It serves as one of the three fortresses still guarding the last Falmer sanctuary.
 * Vetudar: A fortress town built a distance west of Ilinhame. It was built after the Falmer-Atmoran War to protect the city of Ilinhame from an Atmoran invasion. It serves as one of the three fortresses still guarding the last Falmer sanctuary.

Former Settlements

 * Altanium: The former capital city of Mereth. It was founded in ME 1000 by King Altar himself and rested on the southern banks of the lake Ilinalta. It was the largest of the elven cities, said to have housed over 25000 citizens at its peak. Despite all this, it was razed to the ground by the Five Hundred Companions during the Falmer-Atmoran War. Nothing but charred ruins remain of it now.

Dwemer Freehold
The Dwemer Freehold is a collection of Dwemer city-states that act independently from one another, but formed an alliance between themselves for trade, security and the spread of knowledge. Each city-state has their own ruler, while the Freehold has no central power controlling it. Should a decision be required that affects all of the Freehold the city-state rulers will convene a council in Fal'Zhardum Din, thus the city is considered the de-facto capital of the Freehold. The Freehold is a part of the greater Dwemer country of Dwemereth, but have very high autonomy.

History
The first exodus from the Summerset Isles were the ancestors of the Dwemer, elves that shunned both the Aedra and Daedra in favor of themselves. In the early parts of the Middle Merethic Era, these cynical elves left the elven lands and headed to the furthest reaches of Tamriel. The land they settled was named Dwemereth. There they built numerous city-states where no one could hold back their research into the secrets of Mundus. To compensate for their initially low numbers, the Dwemer built machines called animunculi that served as their soldiers and work force. With the aid of these machines, they quickly expanded their territory throughout the Merethic Era.

Around 1200 before the 1st Era the Dwemer first settled the lands of Skyrim, building their first cities in the east under the Velothi Mountains: Mzulft and Kagrenzel. The native population were vastly inferior in terms of technology, only tribal humanoids that were no threat to them. Still, the main obstacle in Skyrim was the harsh cold weather that made most of the province inhospitable to the Dwemer. As such they had to keep their expansion solely underground. Only some of their towers above-ground gave away their presence. By the end of the Merethic Era they had cities in all of Skyrim's mountain ranges, including their largest city-state yet: Fal'Zhardum Din. A vast underground cavern metropolis that connected four other city-states in the southern Pale.

In ME 1000 another race of elves came to the province, a highly religious cult of Auri-El that was forced to leave the homeland in the Summerset Isles to escape persecution. Due to their religious nature, the Dwemer didn't get along with these new elves - who later became known as the Falmer - but tolerated them enough to let them settle on the surface of Skyrim and trade with them. In the following centuries the Falmer controlled much of the surface of Skyrim and maintained a neutral relationship with the Dwemer.

In ME 300 a race of humans named Atmorans settled in Skyrim. Previously they had conducted raids on Falmer settlements, but this new colony was staying peaceful. That was until the Falmer unexpectedly attacked the human city and slaughtered the civilians. There were survivors, however, and they returned with a vengeful army that attacked the Falmer and relentlessly fought against them for years. Ultimately the Falmer lost and their population was decimated, only a third revived. The Dwemer offered these survivors a bargain: a chance for safe haven in their underground cities. This bargain wasn't out of the goodness of their hearts, in exchance for safe haven the Falmer would need to agree to become the servants of the Dwemer. The Dwemer needed the Falmer for work that their animunculi could not perform: those of magical nature and those that required more delicate hands. In their desperation, many of the Falmer agreed to this deal. When they headed to the Freehold, however, they were betrayed. The Dwemer forced the Falmer to take an alchemical concoction that permanently blinded them and they were subsequently enslaved by their elven cousins.

Society
The Dwemer are very different from other elves. Unlike their cousins, they are extremely rational and pragmatic. Because of this they almost always act in their own self-interest and to other races seem to have little moral integrity, doing things that seem 'dishonourable' or 'evil'. Thus the Dwemer hold little empathy or compassion to other races and even among themselves. They shun both the Aedra and Daedra, not holding any religious beliefs. Instead the main goal of the Dwemer people has been the pursuit of knowledge to understand the mysteries of Mundus and attain power to rival that of the gods themselves.

Their society is heavily influenced by their technological advantages and this pursuit of knowledge. Most Dwemer work as scientists, engineers, researchers, philosophers and scholars. They see professions like farmers, miners, hunters and soldiers as inferior and below their intelligence. The Dwemer leave all manual labour and 'hard work' to their creations: the animunculi. Other menial jobs are left to their slaves, most notably the Falmer survivors that they betrayed and forced into servitude.

The Dwemer Freehold is made up of independent self-governing city-states ruled by Kings, though these kings are often elected by a noble oligarchy and not passed down through primogeniture inheritance. Despite this autonomy, there are instances of conflict between the city-states that needs to be resolved. In most cases the Kings meet in the city of Fal'Zhardum Din and convene a council to sort out the problem. In rare cases the city-states to end up going to war with one another. However, most Dwemer prefer a more subtle approach than direct battle, using intrigue and subterfuge to sabotage their political opponents and get what they desire.

Settlements

 * Fal'Zhardum Din
 * Alftand
 * Angthchin
 * Arkngthamz
 * Avanchnzel
 * Bthardamz
 * Fahbtharz
 * Irkngthand
 * Kagrenzel
 * Kagrumez
 * Mzinchaleft
 * Mzulft
 * Nchardak
 * Nchuand-Zel
 * Raldbthar
 * Zinchirkng