Lore:Altmer

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Illustration of a typical Altmer male

The Altmer, also known as High Elves by the denizens of Tamriel,[1] by the archaic term Salache,[2] or as the self-titled "Cultured People", are a tall, golden-skinned elven race hailing from the Summerset Isles. They believe themselves to be the direct descendants of the Aedra,[3][4] primordial divine spirits who sacrificed part of their essence to create Mundus, and the most unaltered heirs of the Aldmer,[5] the ancient elven race who first arrived on Tamriel from the mythical lost continent of Aldmeris.[5][6]

The Altmer are renowned as one of the most intelligent races, and their exceptional innate aptitude for magic makes them the most gifted in the arcane arts.[7][8] This magical affinity is further enhanced by their naturally long lifespans, which range from several centuries to as much as a thousand years—though few ever reach this upper limit due to external factors—a trait that places them among the longest-lived races in Tamriel.[UOL 1][9] Some of the most ancient and powerful Altmer mages have extended their lives far beyond this natural span, in some cases enduring for millennia through the application of highly advanced magical disciplines.[10][11] In addition to their magical prowess, Altmer possess natural resistances to disease and paralysis, though they are noted to be somewhat vulnerable to elemental forces.[12]

Altmeri society has been shaped by millennia of scholarly refinement and is deeply hierarchical and tradition-bound. The Altmer have long pursued an ideal of cultural perfection, venerating their lineage and striving to preserve the traditions, knowledge, and practices of their ancient ancestors.[5][13] This ideal continues to shape all aspects of Altmeri life, from education and governance to art and daily conduct.[14][15] The Sapiarchs—a prestigious council of scholars and sages—are entrusted with preserving knowledge, overseeing education, and maintaining cultural continuity.[16][17]

High Elves are often perceived by other races as proud, aloof, or even arrogant.[18] These perceptions are reinforced by centuries of cultural insularity and the perceived superiority of their customs, ancestry, and intellectual traditions. The Altmer, for their part, consider themselves Tamriel's most civilized people: the continent's common tongue is derived from Altmeri speech and writing, and much of the Empire's art, law, architecture, and scholarship can trace its roots back to Altmeri tradition.[5][19]

Appearance[edit]

High Queen Ayrenn (High Isle Key Art)

The Altmer are typically relatively tall, often standing a full head taller than the average men or mer.[20][21] They possess slender, graceful builds with long limbs and refined features,[5] and their skin tones are typically various shades of gold—a trait that commonly sets them apart from most other elven races.[21] Their hair is usually fair—blond, ginger, white, or silver—though darker shades such as brown or black are also fairly common.[22] Eye colors range from blue, green, and brown to gold and amber, often luminous or piercing.[22] Their facial features are angular, with high cheekbones, narrow chins, and long, sharply pointed ears.[22] In both posture and expression, Altmer often project an air of superiority or aloofness, reinforced by their cultural upbringing.[5]

Altmer fashion reflects their fixation with beauty, status, and arcane mastery. Jewelry and personal grooming are highly valued, and signs of very advanced aging are rarely visible—thanks to both natural longevity and magical upkeep.[23][9]

The common practice of Altmer to dress in a manner resembling that of the ancient Aldmer, or that of other cultures that resemble the Aldmeri style, such as the ancient Ayleids and Chimer, elves of the Merethic Era, which is often viewed by the Mer as their golden age, is called "draping Ehlnofic". Clothes in this style often exhibit stylistic motifs in which circles, arcs, and tendrils, abound, symbolizing the elven ancestors, the Aedra, being constrained by the creation of Mundus.[24]

History[edit]

Origin[edit]

Artistic representation of Aldmeris

The Altmer trace their ancestry and spiritual identity to the Dawn Era, a mythic and nonlinear age when the first spirits—the Et'Ada—emerged from the primordial interplay between Anuiel, the soul of Anu and the force of stasis and ordered reflection, and Sithis, the shadowed echo of Anuiel, embodying change and primordial chaos. From the Altmeri perspective, these spirits are not merely gods but literal ancestors—an idea that deeply influences their worldview and social hierarchy.[3]

A central tenet of Altmeri theology, laid out in works such as The Monomyth, is the belief that mortality is not a divine gift, but a curse. The mortal plane of Mundus was created through deception by Lorkhan, the so-called Missing God, who tricked many spirits into sacrificing their essence.[3] While humans—who, with the exception of the Redguards, see themselves as creations of the gods—interpret this act as a gift of life through divine sacrifice, the Altmer regard it as a catastrophic betrayal that severed them from the immortality of their ancestors.[25][3] According to the creation myth, when Magnus, the architect of the plans for the mortal world, decided to terminate the project, the gods decided to convene at the Adamantine Tower to decide on what to do. Most of the spirits departed with Magnus, becoming the Magna Ge. But some Aedric spirits chose to stay on Nirn after Magnus and the Magna Ge departed in order to keep working on the new world so it'd remain viable. Among those spirits, some, typically referred to from that point on as "Earthbones", are thought to have followed the example of Y'ffre, giving themselves to the Mundus fully to stabilize it and form the foundation of its natural law as the "bones of the earth", eternal laws of nature. While others, typically referred to from that point on as "Ehlnofey", are thought to have chosen not to give themselves fully but to populate Nirn instead, thus becoming the progenitors to mortal life, which arose from their lines and took on its current form due to a phenomenon of gradual diminishment, of each consecutive generation becoming weaker and more removed than its progenitors in stature and might. It was due to this phenomenon that the first Aldmer, forebears of modern Altmer, are thought to have eventually emerged.[26][3][27][28][UOL 2][UOL 3]

An alternate creation myth that explains Altmeri origin is put forward in the Anuad, attributed to the Ayleids.[29][30] It describes the cosmic struggle between Anu and Padomay, the death of the world-mother Nir, and the creation of Nirn from the remnants of twelve shattered worlds. The Ehlnofey—ancestors of elves and men—survived, but a war between their factions reshaped the world, sinking much of the land beneath new oceans and destroying most of the realm of the Hist who were also survivors of the original Twelve Worlds. As this account tells it, the Elves, including the Altmer, are descended from the 'Old Ehlnofey,' a group who remained in their ancestral homeland and preserved much of their original power and knowledge while remaining fewer in number. In contrast, humans are believed to descend from the 'Wandering Ehlnofey,' who were scattered across the world and, through conflict and separation, lost their unity and more of their original power and knowledge, while also becoming more numerous and hardened by survival. In contrast to the Altmeri creation myth, the Aedra in the Anuad are not the creators of Nirn—Anu alone is. Rather, they are a distinct class of divine beings born from the mingled blood of Anu and Padomay after Nirn's creation. Unlike the Ehlnofey, who are survivors of the Twelve Worlds and the true ancestors of the elves and men, the Aedra are not framed as progenitors of mortals nor creators of the World in this account.[28] The war between the Ehlnofey described in the Anuad bears many striking parallels with the war between Lorkhan and Auri-El described in The Monomyth, and in some accounts, Akatosh and Lorkhan are portrayed as symbolic representations of Anu and Padomay.[30][nb 1][nb 2]

Early Schisms[edit]

The Altmer are thought to be the most direct, unaltered descendants of the original Aldmer elves,[5] and the transition from one to the other is not entirely clear. The Altmer seemed to have changed by striving to stay the same. When the Aldmer left their home island of Aldmeris—a place regarded by some sources as allegorical rather than literal—they settled primarily in the Summerset Isles, arriving first on Auridon and later spreading westward.[26][6]

Depiction of Veloth leading the Chimer to Morrowind

Following the Convention at the Adamantine Tower, where the gods set the laws of reality and cast out Lorkhan's Heart before departing from the affairs of Nirn,[26][31] the Aldmer organized into powerful arcane societies on the Summerset Isles. Much of their early history is lost or obscured, but it is known that many ruins and structures—most notably the Ceporah Tower—predate Aldmeri settlement by centuries.[5] During this period, the Aldmer likely warred with the Sload of Thras and other unknown beings for dominance over Summerset.[5][32] Eventually, they unified and constructed the Crystal Tower as a monument to their collective spirit and a pinnacle of magical achievement, unsurpassed until the rise of the Arcane University, which served as the headquarters of the Mages Guild founded by Vanus Galerion.[5][33] The Crystal Tower was considered their greatest architectural and metaphysical achievement, a monument to unity, arcane mastery, and the metaphysical Tower principle of Crystal-Like-Law.[33][5][33] It served as a beacon of Aldmeri civilization and the foundation of Altmeri identity.

Yet ideological schisms fractured Aldmeri unity. The most prominent of these was the Velothi dissident movement, which rejected Altmeri orthodoxy and led the Chimer eastward to what would become Morrowind.[34] Other groups, such as the Bosmer, Ayleids, and Orsimer, emerged independently in response to distinct cultural, spiritual, or metaphysical divergences—each embracing different interpretations of the divine.[35][36] Many traditions attribute the divergence of elven subraces to their differing relationships with the gods,[37][38][39][40] [41] or to the realization that different Towers could tell different "stories" and thus shape different domains, leading to elven unity breaking due to different groups aligning themselves with alternative Towers and destinies.[31][UOL 3] The Maormer of Pyandonea were once considered a splinter group from Summerset, but tapestries in the Crystal Tower suggest their separation occurred before the Aldmer left Aldmeris. This view was accepted by both Altmer and Maormer sources by the Second Era.[42][43][44] The Altmer who remained in Summerset came to define themselves as the truest heirs of the Aldmer. Their society emphasizes purity of form, ancestral memory, and strict continuity of tradition. Songs are still composed in the Aldmeri language, and bloodlines are preserved through genealogical records and selective pairing.[45][39] Their arcane, political, and religious institutions all reflect a reverence for the past and a desire to emulate the perfection of their divine ancestors in hopes to one day rejoin them in the stars.[46][13]

The Direnni Hegemony and Early Expansion[edit]

The Direnni Banner of the Third Era

One clan of Altmer, the Direnni, established a foothold in High Rock and rose to power there in the early First Era, founding the Direnni Hegemony. Strengthened by Ayleids fleeing the ascendant Alessian Order in Cyrodiil,[47] at its height the Hegemony incorporated parts of Skyrim and Hammerfell.[48] The number of Direnni Altmer was always small, and in High Rock the Altmer interbred with local Nedes, producing the Manmeri race who would later be known as the Bretons.[49][50] The Bretons assumed positions as stewards and administrators under the Hegemony,[49] and though the Direnni defeated an Alessian invasion at the climactic Battle of Glenumbra Moors in 1E 482,[47] they were so weakened in the victory that the emergent Breton nobility were able to force them to retreat from almost the whole of High Rock to the Isle of Balfiera – the site of the primordial Tower of Ada-mantia, which became known as the Direnni Tower.[49] The Direnni continued to rule Balfiera long afterwards as Castellans until the Warp in the West in 3E 417,[50][51] and retained a reputation as powerful mages, defeating a Redguard invasion of the isle in 1E 907.[49] Their clan stronghold in Summerset itself, however, had fallen into ruin by the middle of the Second Era.[52]

Colonies of Altmer existed in other parts of western Tamriel during the First Era, though these proved more short-lived. The Corelanya Clan established a foothold on the coasts of Hammerfell in the 6th century of the First Era, taking over the formerly Ayleid city of Salas En, and possibly participated in a larger Bosmeri trade network.[53] Said to be Daedra-worshippers, they were driven out and killed in 1E 853 by invading Ra Gada forces from Yokuda under the leadership of King Xakhwan.[54]

The Aldmeri Dominions and Imperial Rule[edit]

The sigil of the First Aldmeri Dominion

While mainland Tamriel experienced many problems and sagas during the First and early Second Era, the sea insulated the Altmer of Summerset from their problems, though they had their own limited internal conflicts as well as repeated, large-scale invasions from the Sload and Maormer to deal with.[5] In 2E 580,[55] however, amid the chaos of the Interregnum that followed the fall of the Second Empire, Queen Ayrenn of Summerset allied with the Bosmer of Valenwood and the Khajiit of Elsweyr in the Elden Accord to form the First Aldmeri Dominion.[56] The Dominion's propaganda decried the carelessness of Men and promoted the establishment of Elven rule across Tamriel, viewing the Aldmeri races as the only peoples with the "wisdom and restraint" to be its proper stewards. To that end, the Dominion fought the Three Banners War against the Daggerfall Covenant and Ebonheart Pact for control of mainland Tamriel.[57] The war's ultimate outcome is unknown, but all three alliances, as well as the Empire of Cyrodiil, had ceased to exist by the ninth century of the Second Era.

A Second Dominion was established in 2E 830 following Altmer intervention in a dynastic dispute in Valenwood. The Second Dominion once again allied the Altmer with the Bosmer and Khajiit, but also with the Maormer — their hereditary enemies, who claim that the Altmer are a mongrel race and that the Sea Elves (Maormer) are the true descendants of the "purest strain" of Aldmeri ancestors, though this claim is highly dubious.[43][21] This expanded alliance could not stand against Tiber Septim, who crushed the Dominion with the help of the Numidium and finally brought the Summerset Isle into the Imperial fold in 2E 896.[58][59] The Altmer remembered the conquest with shame and horror, and likely contributed to social unrest among their youth later in the Third Era.[5] The Maormer, for their part, resumed hostilities in the 3E 110, attacking and threatening to conquer Summerset in the War of the Isle. The Altmer, already under the Empire, had to accept the assistance from the Septim Third Empire in order to repel the invasion.[5] The united alliance of the kings of Summerset and Antiochus Septim,[59] combining the Imperial fleet and the royal navies of Summerset Isle, together with the magical powers of the Psijic Order, succeeded in destroying the Pyandonean invading fleet.[60]

Rise of the Thalmor and the Great War[edit]

Soldiers of the Third Aldmeri Dominion during the Great War

The Oblivion Crisis of 3E 433 proved an even more traumatic moment for the Altmer. As Daedra overran Tamriel, the unnatural turmoil of the seas killed many of the Altmer fleeing the mainland to Summerset, and wrecked the ports that would have received them. The Crystal Tower briefly served as a stronghold for the surviving refugees in Summerset until it fell to powerful Daedric forces.[61] A group named the Thalmor, originally an obscure bureau for the preservation of Altmeri heritage, had played an important role in the governments of the First and Second Dominions.[62][21] Following the chaos of the Crisis, an extremist cabal of Altmer supremacists now assumed this name and claimed credit for saving the Altmer from extinction using "deep and subtle magicks".[63] In 4E 22, the re-formed Thalmor seized power in Summerset outright and deposed the Altmer monarch, renaming the province Alinor.[64][65] Soon afterwards, in 4E 29, a faction friendly to the Thalmor took over Valenwood and formed a new union with the Altmer, establishing the Third Aldmeri Dominion.[64]

The Third Dominion proceeded to break off all contact with the Empire, and the Altmer lands remained silent to the outside world for some seventy years as the Thalmor consolidated their power.[64] A grim demonstration of the ruthlessness of the Thalmor in this pursuit, and the continuing resistance to their rule among some Altmer, was the Night of Green Fire in 4E 42, in which a group of Altmer dissidents were massacred by Thalmor mages at Sentinel.[66] At any rate, the Thalmor's sway continued to expand. After Nirn's moons vanished in the Void Nights of 4E 98100, they claimed credit for their restoration and persuaded the Khajiit of Elsweyr to ally once more with the Aldmeri Dominion in 4E 115. Finally, the Thalmor turned their sights on the Empire itself. From 4E 171 to 175 the Dominion fought the Great War against the Empire, inflicting a series of punishing defeats that led to the signing of the White-Gold Concordat, which ceded large parts of southern Hammerfell to the Dominion, disbanded the Blades, and banned the worship of the man-god Talos across the Empire.[64]

With the entire province of Hammerfell having gained independence from the Empire, and the Empire itself in turmoil from a civil war in Skyrim, abetted by the Thalmor and the possible assassination of Emperor Titus Mede II[67][68], the Altmer had attained a position of substantial power in Tamriel by 4E 201, though much remained unclear about the situation in Alinor itself.

Religion[edit]

Religious History[edit]

The religious worldview of the Altmer is deeply rooted in their belief that they are the direct descendants of the Aedra, or "ancestor spirits"—divine beings who gave their essence to shape the mortal world.[3][4] According to Altmeri myth, the cosmos began before the Dawn Era, when the primordial force Anu, representing stasis and order, brought forth Anuiel, the soul of all things. Anuiel then created Sithis, the personification of change and limitation, so that it might know itself.[69] The interplay of Anuiel and Sithis gave rise to the Aurbis, the chaotic void in which the Original Spirits, that would come to be known as Aedra and Daedra, emerged.[3]

The Altmer interpret the creation of the Mundus as a cosmic catastrophe initiated by Lorkhan, the "Trickster God," who persuaded some spirits to participate in creating a flawed, mortal plane. This act is seen as a spiritual fall from the divine to the temporal, severing the Elves from their ancestral eternity.[23] The emergence of the elves is described in the Altmeri creation myth, according to which some of the Aedra that stayed to work on Nirn after Magnus departed, known also as the Ehlnofey,[UOL 2][27] chose to have offspring. The ensuing offspring grew progressively weaker than their parents with each generation, a phenomenon of generational diminishment that soon led to the emergence of the first Aldmer.[3] Auri-El, the chief deity of the Altmeri pantheon and the soul of Anuiel, from whom most modern Altmer claim direct descent, is said to have opposed Lorkhan, led the faithful Aedra against him, and eventually ascended to Aetherius, becoming a model of apotheosis for his followers.[23][46]

An Altmeri depiction of Summerset watched over (from left to right) by Xarxes, Auri-El, Mara, and Y'ffre/Jephre, capped by the Crystal Tower

Over time, social stratification influenced religious practice. The lower classes increasingly adopted the ancestor spirits claimed as progenitors by their social superiors over their own, contributing to the consolidation of a more centralized pantheon, comprised of figures such as Auri-El, Trinimac, Syrabane, and Phynaster, who were among those ancestor spirits that came to be considered gods. A shift in religion opposed by some of the Aldmeri elders, who broke off to form the Psijic Order in protest.[5] Despite this convergence, debates persist over which beings are truly worthy of veneration, and dissenters, especially those sympathetic to Men or heterodox figures like Lorkhan, are often marginalized or persecuted.[64] Altmer view themselves as "true children of the Et'Ada", descendants of the Aedric Divines in an unbroken line dating back to Nirn's creation, a divine lineage which is thought to allow them to achieve Apotheosis in certain circumstances.[70][55][25] The ultimate spiritual aspiration of the Altmer is thus to transcend mortality and return to the divine state of their ancestors, following the example of Auri-El and the Aedra. In this, their religion serves not only as a cultural anchor but as a metaphysical roadmap back to the stars.[46]

The principal Altmeri pantheon consists of Auri-El, Magnus, Trinimac, Y'ffre (also called Jephre), Xarxes, Mara, Stendarr, and Syrabane.[23] Additional cults also revere deities such as Phynaster and, controversially, Lorkhan.[23] However, limitations to eight or nine deities are considered an Imperial imposition and are generally rejected by traditionalist Altmer.[5] Sacred numbers in Altmeri numerology include three, five, and eight, each reflecting metaphysical ideals of harmony and balance.[71] The Altmer view their gods as parts of a "divine body", often articulated in religious teachings as follows: the Hand of Auri-El, Eye of Magnus, Arm of Trinimac, Bones of Y'ffre, Mouth of Xarxes, and Heart of Mara. Altmer theology holds that through devotion, they remain spiritually united with these divine aspects.[72] Among these deities, Xarxes holds particular importance as the god of memory, record-keeping, and genealogy. Believed to have been either Auri-El's divine scribe since the beginning of time, or a mortal priest who ascended to divinity, he now maintains an eternal archive of every Altmer life.[25][73] He is also credited with authoring the Aldmeriad, the Elven origin epic, and instructing the Altmer to create Oghmas—everscriven scrolls that memorialize their lives as sacred duty in honor of their inherited divine spark.[70]

A High Elf statue of Auri-El

Altmeri religious authority is governed by a priestly hierarchy. Aldarchs lead monastic communities dedicated to peace and meditation,[74] while temple priests instruct acolytes and officiate public rites.[72] Ascendant Curates manage the conferral, refinement, and ceremonial destruction of calians—talismanic tokens bestowed upon young Altmer at the age of majority, signifying their entrance into adult society.[14][75]

Stendarr is a controversial figure in Altmeri religion. Some venerate him for his compassion and burden-bearing, while others denounce him as a god of Men, unworthy of worship.[76][77] The popular hymn Praise Be originally included a verse extolling Stendarr, which was omitted in later written versions—suggesting a rift in doctrinal acceptance.[78] Daedra worship is officially outlawed and culturally taboo, though some Altmer, particularly those drawn to power and arcane mastery, form clandestine cults to the Daedric Princes.[79][80] Civil authorities prosecute these practices harshly, and the living gods of the Tribunal Temple are viewed as seditious heresies.[81] Some Altmer are venerated posthumously as saints, such as Saint Ohmandil and Saint Terilde. Their relics, including the Circlet of Saint Ohmandil and Saint Terilde's Fingerbone, are preserved and honored in temples and monasteries.[82][83][84]

With the coming of the Third Empire, many Altmer resented the apotheosis of Talos, bitterly recalling Tiber Septim's brutal conquest of the Summerset Isles.[65] However, large-scale religious controversy did not erupt until the Thalmor seized power in the early Fourth Era. The Thalmor declared that no human like Tiber Septim, could achieve godhood,[85] and outlawed the worship of Talos within their territories.[65] In the lead-up to the Great War, the ban on Talos worship was formalized as one of the Aldmeri Dominion's demands to the Empire—demands largely seen as a pretext for an invasion that was already planned.[86] Emperor Titus Mede II conceded to the ban in the White-Gold Concordat, a peace treaty that ended the conflict.[citation needed] Afterward, incidents such as the Markarth Incident saw the Thalmor demand the right to enforce the ban on Talos worship within Imperial territory, claiming the authority to uphold the treaty—despite using it to justify further espionage and suppression in preparation for renewed conflict.[87][67]

Altmeri Pantheon[edit]

— Main Pantheon —

Auri-El (God King of the Aldmer)

The Elven Akatosh is Auri-El. Auri-El is the soul of Anui-El, who, in turn, is the soul of Anu the Everything. He is the chief of most Aldmeri pantheons. Most Altmeri and Bosmeri claim direct descent from Auri-El. In his only known moment of weakness, he agreed to take his part in the creation of the mortal plane, that act which forever sundered the Elves from the spirit worlds of eternity. To make up for it, Auri-El led the original Aldmer against the armies of Lorkhan in mythic times, vanquishing him and establishing the first kingdoms of the Altmer, Old Ehlnofey and Altmora. He then ascended to heaven in full observance of his followers so that they might learn the steps needed to escape the mortal plane.[23]

Magnus (God of Magic)

The god of sorcery, Magnus withdrew from the creation of the world at the last second, though it cost him dearly. What is left of him on the world is felt and controlled by mortals as magic. One story says that, while the idea was thought up by Lorkhan, it was Magnus who created the schematics and diagrams needed to construct the mortal plane. He is sometimes represented by an astrolabe, a telescope, or, more commonly, a staff.[23]

Trinimac (Champion God)

Strong god of the early Aldmer, in some places more popular than Auri-El. He was a warrior spirit of the original Elven tribes that led armies against the Men. The Daedric Prince Boethiah is said to have assumed his shape (in some stories, he even eats Trinimac) so that he could convince a throng of Aldmer to listen to him, which led to their eventual Chimeri conversion. Trinimac vanishes from the mythic stage after this, to return as the dread Malacath (The Altmer portray this as the dangers of Dunmeri influence).[23]

Y'ffre (God of the Forest)

While Auri-El Time Dragon might be the king of the gods, Y'ffre is revered as the spirit of "the now." According to the Elves, after the creation of the mortal plane everything was in chaos. The first mortals were turning into plants and animals and back again. Then Y'ffre transformed himself into the first of the Ehlnofey, or "Earth Bones." After these laws of nature were established, mortals had a semblance of safety in the new world, because they could finally understand it.[23]

Xarxes (God of Secrets and Ancestry)

Xarxes is the god of ancestry and secret knowledge. He began as a scribe to Auri-El, and has kept track of all Aldmeri accomplishments, large and small, since the beginning of time. He created his wife, Oghma, from his favorite moments in history.[23]

Mara (Goddess of Love)

Nearly universal goddess. Origins started in mythic times as a fertility goddess. She is sometimes associated with Nir of the "Anuad," the female principle of the cosmos that gave birth to creation. For the Altmer, she is also the wife of Auri-El.[23]

Stendarr (God of Mercy)

God of compassion and righteous rule. In early Altmeri legends, Stendarr is the apologist of Men.[23]

Syrabane (God of Warlocks and Mages)

The Aldmeri patron god of mages and a god-ancestor of magic, notable for aiding Bendu Olo in the Fall of the Sload. Through judicious use of his magical ring, Syrabane saved many from the scourge of the Thrassian Plague. He is also called the Apprentices' God, for he is a favorite of the younger members of the Mages Guild.[23]


— Additional Deities with Significant Altmer Cults —

Phynaster (Hero-God of Summerset)

He taught the Altmer how to naturally live another hundred years by using a shorter walking stride, and he is the patron deity and teacher of the Direnni.[23]

Lorkhan (The Missing God)

This Creator-Trickster-Tester deity is in every Tamrielic mythic tradition. His most popular name is the Aldmeri "Lorkhan," or Doom Drum. He convinced or contrived the Original Spirits to bring about the creation of the mortal plane, upsetting the status quo—much like his father Padomay had introduced instability into the universe in the Beginning Place. After the world is materialized, Lorkhan is separated from his divine center, sometimes involuntarily, and wanders the creation of the Et'Ada. He and his metaphysical placement in the "scheme of things" is interpreted a variety of ways. To the High Elves, he is the most unholy of all higher powers, as he forever broke their connection to the spirit plane. In the legends, he is almost always an enemy of the Aldmer and, therefore, a hero of early Mankind.[23]

Philosophy[edit]

One of the most enduring philosophical doctrines in Altmeri society is the Path to Alaxon, a tradition that frames life itself as a progressive striving toward perfection—both spiritual and physical. Alaxon is not a place, but a transcendent state of being, a conceptual endpoint of refinement in thought, form, and behavior. Altmer believe that the closer they come to Alaxon, the closer they return to the divine nature of their Ehlnofey ancestors.[13]

The Crystal Tower (Summerset Official Cinematic Trailer)

The Path to Alaxon is not universally codified, but it is widely understood to require discipline, ritual, ancestral merit, and internal adherence to praxis—a system of customs and behaviors that structure Altmer social and moral life.[14] Mer who demonstrate advancement along this path may be awarded an Alaxon Sphere, a polished aetherquartz crystal granted by religious or civic authorities in recognition of their perceived refinement. Like calians, these may be ritually destroyed if the bearer is found to have violated core Altmeri principles.[88] The pursuit of perfection shapes nearly every aspect of Altmeri life. It is reflected in clothing, etiquette, naming conventions, education, and even urban planning. In architecture, Alaxon manifests through iterative refinement: each generation of builders builds upon the aesthetics and techniques of the last, subtly advancing toward a more ideal expression.[UOL 4] The cities of Summerset are designed with perfection in mind. Urban layouts are often symmetrical and feature numerologically significant alignments, such as triple gateways, septenary towers, or mirrored staircases. The most famous architectural embodiment of this principle is the Crystal tower, a structure that is thought to contain a fragment of divinity as its Stone, and is described as absorbing the "drive for perfection that marks the Altmer" and reflecting it back, thus "driving away any imperfections that would weaken or endanger the island" and providing arcane protection to the Summerset Isles.[89][33]

The College of Sapiarchs, one of the most prestigious intellectual institution in Summerset, educates its members not only in magical theory and history but in the correct philosophical understanding of praxis and perfection.[16] The College maintains and interprets the Scrolls of Praxis, a body of ceremonial precedent that serves both legal and moral functions in Altmeri society.[17] The Sapiarchs' Labyrinth, a complex through which heirs to the Altmeri throne must study for exactly 3,555 days, is a direct expression of this philosophy: prolonged ritual education is necessary not just for rulership, but for self-refinement.[16]

The Divine Prosecution, a judicial body operating under the guidance of the Thalmor and Sapiarchs, enforces law not merely to maintain civic harmony, but to preserve the moral clarity of society.[90] Justiciars and jurisreeves assess violations of praxis as deviations from the path to perfection, and their judgments can include not only exile or punishment, but symbolic acts such as the breaking of a calian or Alaxon Sphere.[88] Even among Altmeri dissidents and reformers, the Path to Alaxon retains a powerful cultural pull. Debates often center not on whether perfection should be pursued, but how it should be pursued—and by whom.[91][92]

Military[edit]

A Battlereeve of Dusk commanding Altmeri forces.

Altmeri weapons and armor exemplify refined craftsmanship and aesthetic philosophy, favoring graceful, organic designs inspired by birds, flowers, and seashells. Their craftsmanship is elegant and visually appealing, but still powerful.[93] Armor is often embossed with motifs resembling feathers or scales, while helms and cuirasses may be stylized with winged or beaked features.[citation needed]

A particularly illustrative account of Altmeri martial culture is recorded during a mainland fighters' gathering, where the aloof, golden-skinned representative of the Isles was persuaded—through the diplomatic efforts of the Khajiiti champion, Zadabal-ra—to attend. He arrived not alone but with a caravan of gleaming shields, winged helms, and spears consecrated to Phynaster the Guardian. While the Altmer offered extensive commentary on the martial deficiencies of the mainlanders—provoking the ire of a Nord champion—tempers were ultimately eased by mead and rigorous sparring. It was in this combat that the soaring, swan-necked elegance of Altmeri weaponry was put to the test.[93]

Forged from rare minerals and exotic ores sourced from the Summerset Isles, their weapons reflect the same intricacy found in Altmeri speech. Even the most humble Altmer disdains the use of iron or steel, viewing such materials as crude and provincial. Instead, they favor complex forging processes involving refined crystalline elements.[93]

Among these, volcanic glass, formed from resins and mineral deposits, is especially prized. Weapons made from this glass are well-balanced, milky green in hue, and unexpectedly durable. Despite their apparent fragility, such blades are effective in battle, though they require frequent and careful sharpening to maintain their edge. The Altmer further enhance their arms through embellishments and enchantments. One might encounter a long blade inlaid with shimmering glass, crowned with a golden pommel, and etched with eagle wings or avian heads. Their bows, noted for their elegant winged curves, have even been likened in shape to a maiden's thigh. Rather than use leather from wild beasts, the Altmer breed guar specifically for their pliable hides, ensuring each component of their weaponry adheres to the standards of controlled refinement.[93] Altmeri weapons often reflect the physical and cultural characteristics of their wielders—elongated, barbed, and richly gilded. The result is a striking combination of delicate beauty and deadly function.[93]

In addition to their traditional forces, the Altmer have at times employed unconventional auxiliaries. During certain periods, goblins were trained under Altmeri direction to support their armies.[94]

Naval warfare has long been a domain of Altmeri excellence.[42] Faced with repeated Maormer incursions during the First and Second Eras, the Altmer constructed a formidable fleet. Although their maritime dominance had waned by the time of the War of the Isle, necessitating support from the Psijics and the Empire, their naval tradition remained deeply respected. Altmeri ships, like their blades, are often described as slender and swan-necked—embodying the same principles of elegance, precision, and lethality.[5][93] The southern city of Sunhold holds the largest fleet in the province and has a reputation of being a capable fortress-city.[95][96] King Orgnum of Pyandonea, who had long sought after the Summerset Isles, had his eyes particularly on the city.[97] Under the First Aldmeri Dominion, Sunhold was their navy's home port.[98]

Social Structure[edit]

ON-statue-Alinor Kinlord Statue 02.png

Altmeri society is among the most hierarchically stratified on Tamriel. Though the earliest Mer of Summerset are believed to have lived in relatively egalitarian tribes during the Merethic Era, over time the Altmer developed an elaborate system of social classification rooted in ancestry, magical ability, and public virtue.[5]

At the apex of this hierarchy are the Wise—scholars, sages, and teachers, particularly those associated with institutions such as the College of Sapiarchs.[16] Below them are ranked Artists (including bards, architects, and ceremonial craftsmen), Princes (a title sometimes used by powerful kinlords or matriarchs), Warriors, Landowners, Merchants, Workers, and, at the very bottom, enslaved peoples such as Goblins.[5] It is said that the Altmer kept humanoid slaves during the seventh century of the Second Era.[99] However, both Summerset and Valenwood had abolished the practice well before their incorporation into the Empire.[100] Though they were known to still keep Goblin slaves late into the Third Era.[5]

A key marker of Altmeri identity is lineage. Full names may include patrilineal and matrilineal ancestors, clan affiliations, and honorifics earned through public or scholarly service.[15] The pursuit of magical knowledge and scholarship is also deeply embedded in Altmer society. The College of Sapiarchs, for example, is not only a realm's premier academic institution, but also a gatekeeper of magical and legal orthodoxy.[16][17] Its members advise the monarch and maintain the Scrolls of Praxis, and admittance is extremely exclusive—often hereditary or sponsor-based, and almost entirely Altmeri.[101]

Naming, Purity, and the Hulkynd[edit]

Altmeri names, while complex, are not simply numerical as some external sources have alleged.[21] Rather, names are often derived from ancient Aldmeri linguistic roots, sometimes encoded with numerical or magical significance reflecting one's bloodline, house, and even astrological associations.

The Altmer's purity is expressed not only in social structures, but in physical expectations. Those born with visible deformities or magical anomalies may be labeled as hulkynd, a term meaning "broken child".[102] In many cases, such children are abandoned to priestly orders, particularly those of Stendarr, though some are quietly raised away from public life.[UOL 5]

Praxis and the Calian[edit]

Upon coming of age, each Altmer is granted a Calian—a personal sphere of polished aetherquartz crystal which symbolizes their honor and standing within society.[14][103] The Calian is more than a decorative object; it is a praxic talisman, a metaphysical representation of one's adherence to social norms and traditions.[104]

The aetherquartz used in calians is meticulously crafted and purified using ground pumice and sea sand, a process that itself reflects the ideals of refinement and ritual.[75] Calians are treated with reverence and are often passed down through generations, updated to reflect new achievements or restored to mark redemption.

Those who break with Altmer law or custom may be declared ousters or apraxics. Ousters are merely exiled, but apraxics are shunned entirely. Their calians are ceremonially shattered by curates, and it becomes forbidden for respectable Altmer to speak with them.[105][104] Some apraxics attempt to restore their status by repairing their calians—an arduous process symbolic of internal reform.[14][106] Others embrace exile, often becoming authors of controversial texts or figures in subversive movements.

During the mid Second Era, apraxic writings began to circulate among the youth of Summerset, especially among those disillusioned with the rigidity of Altmeri society.[105] These ideas influenced a generation of reformers and radicals, who used the philosophy of praxis to critique the very traditions it once upheld.[104] The rise of Queen Ayrenn and the founding of the First Aldmeri Dominion coincided with these shifts, as policies such as open borders and the inclusion of non-Altmer in public life stirred intense debate.[107][91][92]

Law and Government[edit]

Altmer society was highly stratified by the middle of the Second Era. The monarch of Summerset ruled as sovereign with the advice of the College of Sapiarchs, an elite and highly selective scholarly institute,[16] and was sometimes represented by a viceroy titled the Proxy Queen or King.[108] The monarch descended from an almost continuous line of royalty extending back to the Merethic Era.[101] Their behavior was regulated by a set of written precedents known as the Scrolls of Praxis, whose chief interpreters were the Sapiarchs: these formed part of a broader system of inherited norms termed the Ceremoniarchy.[17][55] The heir to the throne was required to study the Ceremoniarchy for 3,555 days in the Sapiarchs' Labyrinth before they could take the crown,[16] and royal decrees were issued in its name.[107] Hereditary nobles termed kinlords and kinladies held many of the Altmer lands in fief. Altmer royalty were assisted by lieutenants titled vicereeves,[109] while cities that served as county seats were administered by canonreeves, civil officials equivalent to mayors in other cultures.[110]

The College of Sapiarchs

The Divine Prosecution administers secular and religious justice,[90] and is made up of jurisreeves overseeing investigations and rank-and-file justiciars. Jurisreeves travel and deliberate in groups of three, each with distinct responsibilities: a revelator-naganwe to conduct magical inquiries, an admanen to serve as an inspector, and a thalmilan who would weigh the evidence and render a verdict.[111] The jurisreeves may have originated as a religious order.[112] Under Queen Ayrenn's First Aldmeri Dominion, executive responsibilities were increasingly assumed by the Thalmor, originally a bureau for the protection of Altmeri heritage.[62] The Thalmor incorporated the Divine Prosecution as a division at that time,[113] but the Prosecution existed long before the Thalmor's rise to power.[114]

The Altmer stringently regulate traffic into Summerset, and they have banned the import of such foreign goods as books, foods and perfumes in the past.[115] At the time of the First Aldmeri Dominion, the roster of forbidden books included mundane foreign writings judged to be "coarse", but the Divine Prosecution devoted particular attention to the suppression of literature promoting Daedra worship.[116]

Altmer politics was transformed in the early Fourth Era by the return of the Thalmor as a militant Elven supremacist group following the Oblivion Crisis. In the wake of the chaos caused by the Crisis and the fall of the Crystal Tower, the Thalmor overthrew the Summerset monarchy in a coup d'état.[65] Since then, officers of the Thalmor have taken direct charge of government functions such as diplomacy and espionage.[86]

Dissidence and Reform[edit]

A Fourth Era Thalmor justiciar

As mentioned, whenever a substantial minority had some sort of socio-political or theological disagreement with the majority in Summerset in the Dawn Era, the dissidents would leave and usually go on to become other races of Mer. However, some time in the Merethic Era, one early group of dissidents who opposed the evolution to the traditional Altmer pantheon left the mainland of Summerset but remained quintessentially Altmer. The Psijics decided to follow the mystical Old Ways of Aldmeris and broke away to settle Artaeum, the third-largest island of the Isle.[5][59][10] Though they have often refused requests for dialogue from Alinor during their periods of seclusion from Tamriel,[27] the Psijics are not hostile to the other Altmer, and have offered their magic to protect Summerset in the past.[117] A leader of the Psijics, Ritemaster Iachesis, led them through the entire First Era and most of the Second, a span of some 3,500 years, giving some indication of the potential longevity of the Altmer.[10][118][119]

A subsequent bout of dissent occurred late in the Third Era, as younger Altmer again began pushing for social reform. These episodes were unusual in a society used to dissidents simply leaving.[5] But there were few if any places left to go at that point. Some change had taken place by the end of the Third Era: the Altmer once more allowed foreigners to come to their shores; some non-Altmer were even allowed to rise to the ranks of nobility in Summerset.[5] Many of these young rebellious Altmer turned to the Psijics for guidance, somewhat ironically consulting their distant past for a path to their future, while some militant radicals turned to terrorism.[5]

These tentative reforms were substantially reversed at the turn of the Fourth Era by the rise of the Thalmor, who instituted a policy of persecution and even open slaughter of dissidents and non-Elven races.[65] Numerous surviving Altmer dissidents were forced to flee to other parts of Tamriel, where they were frequently targeted by Thalmor assassins.[66][65] While many Altmer continue to disagree with the Thalmor in private, few venture to oppose them publicly.[120]

Culture[edit]

Among the Altmer, the arts serve not merely as entertainment or expression, but as mechanisms for cultural continuity, philosophical discipline, and the formal demonstration of refinement. The ideal Altmeri artist is not an innovator but a refiner—one who improves upon ancestral works in accordance with established praxic standards.[UOL 4]

Language and Linguistic Influence[edit]

The Altmer language, the High Elvish (alternatively Altmeri,[121] High Elven,[48]:6 or Elvish[UOL 6]), is a direct descendant of Aldmeris language, preserved through rigorous scholarship and formal oratory.[21] Though few beyond the borders of Summerset speak modern Altmeri with fluency, the continent’s common tongue, the official language of the Empire and the most widely spoken across modern Tamriel, known as Tamrielic, is derived from Altmeri speech and script. Many formal, magical, and legal terms in Tamrielic are either direct borrowings or derived calques.[3]

Public address, legal declarations, and even private correspondence are expected to conform to syntactic traditions. The Sapiarchs are regarded as the ultimate custodians of both spoken and written purity.[16]

Literature, Theatre, Poetry, etc.[edit]

Altmeri literature is dominated by philosophical treatises, genealogical chronicles, ceremonial scripts, and didactic histories. The Scrolls of Praxis, maintained by the College of Sapiarchs, serve as both a moral code and a textual anchor for all ceremonial behavior.[17][16] Altmeri prose tends toward elevated registers and strict structural conventions. Even political or ideological writings such as An End to Isolation or A Rejection of Open Borders follow the same rhetorical frameworks as religious or historical texts.[107][92] Subversive literature—particularly works authored by apraxics—has historically been censored or banned.[116][105]

Amphitheatre of Rellenthil

The city of Rellenthil, located in central Summerset northeast of Alinor, is widely regarded as the cultural heart of Altmeri theatrical arts.[122] It is best known as the home of the House of Reveries, a prestigious and enigmatic troupe of performers whose influence spans the entire isle.[123] Founded on the Altmeri ideal that artistry must transcend ego and identity, members of the House of Reveries are required to adopt masks and stage names, never revealing their birth names or personal affiliations to the public—even to each other.[123] The House performs elaborate stage plays, which combine dance, illusion magic, lyrical narration, and thematic symbolism. These productions often center on abstract Altmeri concerns such as self-discipline, transcendence, and the tension between duty and desire.[123] The troupe's productions are not purely entertainment—they are a form of ritual performance that explores and affirms societal ideals through allegory.[citation needed]

Membership in the House is by invitation only, and auditions are conducted through a series of trials in Rellenthil's open-air amphitheater, designed to test talent, anonymity, and psychological resilience.[citation needed] New recruits who pass these tests are inducted under new names and are forbidden from speaking of their former lives.[citation needed] The troupe's annual performances are considered major events in Altmer cultural life, drawing nobles, scholars, and artisans from across Summerset.[122] The House also provides occasional commentary on political or philosophical trends through symbolic characters and veiled dialogue—one of the few forms of sanctioned cultural critique in an otherwise rigidly formal society.[123][105] Despite their use of illusion and anonymity, Reveries are not considered subversive by Altmeri authorities. On the contrary, their adherence to tradition and their use of symbolic performance make them an exemplary model of controlled artistic expression.[123]

Altmeri poetry is ritualized, metrically complex, and almost exclusively public in function. It is composed and recited to mark rites of passage, funerals, ascensions, and diplomatic events. Deviation from traditional meters is discouraged and often viewed as a violation of ceremonial form.[14] Court bards and orators are not entertainers but custodians of cultural memory. They recite ancestral genealogies, mythic sequences, and didactic parables drawn from canon. Improvisation is rare and discouraged in favor of perfect recitation.[14]

Architecture[edit]

Altmeri cities and towns reflects their pursuit of beauty, order, symmetry perfection, aligning with the Path to Alaxon. Structures are typically constructed from pale stone such as alabaster or coral limestone, and are characterized by elegant spires, high arches, domed ceilings, and gilded ornamentation.[citation needed] Buildings often feature open-air courtyards, garden terraces, and magical lighting that adjusts with the time of day.[citation needed] Imperial critics are divided on their opinions of Altmeri architecture. Some would call it "soaring and graceful" while others would say it is "repetitive and static". They have curved gables and strong, pointed steeples that emphasize height, and ceilings far higher than most buildings. The historian, Cantaber Congonius makes note of discernable similarities with Ayleid architecture, though subtle changes are less obvious.[18]

Architectural design is a form of praxis in itself, with each generation of Altmeri builders refining the work of their ancestors through a process of idealization and inherited aesthetic standards.[UOL 4] They are resistant to large-scale changes and innovation, and are content to tinker on what is established. The end result is highly sophisticated precision, harmony, and the repeated use of orthodox compositions.[18] The finest structures are said to echo the divine geometries of Aetherius, and many cities are arranged according to numerological principles derived from ancestral records.[17] Notable examples of Altmer architecture include the towers of Alinor, the College of Sapiarchs, and the Crystal Tower.[65]

Symbolism[edit]

Altmeri visual art emphasizes symmetry, divine geometry, and cosmological motifs. Civic and sacred buildings are adorned with murals and mosaics depicting scenes from Altmeri myth, particularly the ascension of Auri-El, the construction of the Crystal Tower, and key moments in Aldmeri history. Art is not an individual endeavor: many major commissions—especially in temples or public spaces—must be approved by guilds or Sapiarchic oversight. Common symbols include latticework patterns representing the Aurbis or cosmic order; starlight and rays indicating alignment with Aetherius; mirrored forms expressing balance and ancestral symmetry.[16]

The Altmer use the eagle both in association with Auri-El himself,[124][125] and as a symbol representing the Aedra, their ancestors, who descended from Aetherius and became trapped in physical form by the creation of Nirn.[126]. Altmeri prayers reference Auri-El as the Fixed Center of existence who always envelops all people with his "scales and fangs and flame", and invoke him to grant his followers stability.[127]

These symbols are also echoed in architecture and religious iconography, reinforcing the unity of Altmeri aesthetics across disciplines.

Dueling[edit]

Elven weaponry

Altmer who find themselves in disagreement typically prefer to resolve such matters through dialogue rather than violence. Extended conversation, contemplation, and the sharing of wine and fellowship are culturally favored methods of dispute resolution. However, if discussion fails to yield a mutually satisfactory conclusion, the matter may be settled through a formal duel.

Rules of Dueling[edit]

The traditional rules of Altmeri dueling are as follows:

  • Combatants may only arm themselves with a traditional Altmeri dueling foil. The use of longswords, axes, flails, or similar weapons is strictly prohibited. The foil must be washed in mineral water, thoroughly dried, and polished to a fine sheen.
  • Before the duel begins, each participant must recite the full name of their opponent, optionally referencing relevant past misdeeds. If a combatant mispronounces or stumbles over the name, they are required to pause and repeat it in full two more times.
  • A neutral witness must be present to observe the duel. This individual is honor-bound to intervene should either participant commit a violation of dueling etiquette, such as fleeing the field, using dishonorable tactics (e.g., throwing dirt), or harassing the opponent beyond the bounds of the engagement.[128]

The victor of the duel is expected to show humility and courtesy toward the defeated, providing medical aid, comfort, and any necessary support for recovery. In return, the defeated must formally acknowledge their error and request forgiveness. Through this mutual exchange, both parties preserve their honor—a concept regarded by the Altmer as the highest ideal on Nirn.[128]

Fashion[edit]

Male Altmer Fashion (ESO)
Female Altmer Fashion (ESO)

Altmer fashion is influenced by the ideas of praxis and that all High Elves should appear as nobles, regardless of actual rank. Their clothing and accessories are often high end and are made to show their pride as Altmer. Silk is a common material. Canonreeves might be seen carrying silken parasols to guard from the sun's rays[129] and lace trimmed silk handkerchiefs on their person.[130] Neckerchiefs are also worn.[131] Some parasols bear minor enchantments allowing them to magically protect the area beneath and around the user from the weather.[132]

A kinlord may use fine beeswax to polish his boots.[133] Altmer in general often wear their boots overly tight so they can purposefully show off their ankles and so tend to have to use silver shoehorns to remove them.[134] A Kinlady wearing the styles of Skywatch or Firsthold may wear riding boots sporting diamond tipped silver spurs.[135] Should a high elven lady wish to swim in Summerset's pristine waters she may wear nothing more than a sensuous thong bathing suit gleaming with silver sequins.[136]

Holidays[edit]

Feast of the Immortal Subterfuge
A gold leaf mask mounted to a plaque may be displayed by Trinimac worshippers during this holiday.[137]

Gallery[edit]

Appearances[edit]

Miscellaneous[edit]

Notes[edit]

^1 The similarities between the Ehlnofey war described in the Anuad and the conflict between Akatosh and Lorkhan, along with sources that portray Akatosh and Lorkhan in that text as symbolic representations of Anu and Padomay,[30] might suggest that the two accounts describe the same events from different historiographical perspectives.
^2 The Ehlnofex war has been described by some sources as being the same event as Convention told in a different manner.[UOL 2]

See Also[edit]

Books[edit]

References[edit]

  1. ^ Pocket Guide to the Empire, 1st Edition: PrologueImperial Geographical Society, 2E 864
  2. ^ The Wild ElvesKiergo Chorvak
  3. ^ a b c d e f g h i The Monomyth
  4. ^ a b Aedra and Daedra
  5. ^ a b c d e f g h i j k l m n o p q r s t u v w x Pocket Guide to the Empire, 3rd Edition: The Blessed Isle: Alinor and the SummersetsImperial Geographical Society, 3E 432
  6. ^ a b Pocket Guide to the Empire, 3rd Edition: All the Eras of Man, A Comprehensive History of our HistoryImperial Geographical Society, 3E 432
  7. ^ Race Description of Altmer in Legends
  8. ^ High Elf in-game description in Oblivion and Skyrim
  9. ^ a b The Real Barenziah, v 2 — Anonymous
  10. ^ a b c Fragment: On ArtaeumTaurce il-Anselma, 3E 400
  11. ^ Psijic Mascot Bear Cub pet description in ESO
  12. ^ High Elf racial abilities in Daggerfall
  13. ^ a b c Olnewil's dialogue in ESO: Summerset
  14. ^ a b c d e f g The Price of PraxisCeruval Rolumaril
  15. ^ a b Lirendel's Family Shrine
  16. ^ a b c d e f g h i j On the College of SapiarchsAdandora, Chronicler at Large
  17. ^ a b c d e f Sages of the Crystal TowerNularan, Mages Guild Scribe
  18. ^ a b c Notes on Elven ArchitectureGastinus Florus, Masons' Guild Historian
  19. ^ Antecedants of Dwemer Law
  20. ^ High Elf in-game description in Daggerfall
  21. ^ a b c d e f Pocket Guide to the Empire, 1st Edition: Aldmeri DominionImperial Geographical Society, 2E 864
  22. ^ a b c High Elf character creation options in ESO
  23. ^ a b c d e f g h i j k l m n o Varieties of Faith: The High ElvesBrother Mikhael Karkuxor of the Imperial College
  24. ^ Crafting Motif 11: Ancient Elf StyleSeif-ij Hidja
  25. ^ a b c Tu'whacca, Arkay, XarxesLady Cinnabar of Taneth
  26. ^ a b c Before the Ages of ManAicantar of Shimerene
  27. ^ a b c The Mystery of ArtaeumPenewen, Advisor to the Court
  28. ^ a b The Annotated Anuad
  29. ^ Monomyth Reforged antiquity codex entries in ESO
  30. ^ a b c French translation of The Monomyth
  31. ^ a b Aurbic Enigma 4: The Elden TreeBeredalmo the Signifier
  32. ^ Pocket Guide to the Empire, 3rd Edition: Other LandsImperial Geographical Society, 3E 432
  33. ^ a b c d The Crystal of the TowerLarnatille of Lillandril, Sapiarch of Arcanology
  34. ^ A Short History of MorrowindJeanette Sitte
  35. ^ The Changed Ones
  36. ^ Pocket Guide to the Empire, 3rd Edition: The Throat of the World: SkyrimImperial Geographical Society, 3E 432
  37. ^ The True Nature of Orcs
  38. ^ The Anticipations — Anonymous
  39. ^ a b Vivec and Mephala
  40. ^ Father Of The NibenFlorin Jaliil
  41. ^ The House of Troubles
  42. ^ a b The Maormer of PyandoneaImperial Geographical Society
  43. ^ a b The Chosen People of AldmerisSealord Malleroth Of Pyandonea
  44. ^ The False Revanchism of the MaormerHadendril of Skywatch
  45. ^ High Elf Songbook contraband description in ESO
  46. ^ a b c Vairabrian's dialogue in ESO: Summerset
  47. ^ a b The Last King of the AyleidsHerminia Cinna
  48. ^ a b The Daggerfall Chronicles — Ronald Wartow
  49. ^ a b c d The Bretons: Mongrels or Paragons?Phrastus of Elinhir
  50. ^ a b Pocket Guide to the Empire, 1st Edition: High RockImperial Geographical Society, 2E 864
  51. ^ The Warp in the WestUlvius Tero
  52. ^ Lauriel's Lament quest in ESO: Summerset
  53. ^ The Salas En ExpeditionLady Clarisse Laurent
  54. ^ Prince Haqmir's dialogue in ESO
  55. ^ a b c Ayrenn: The Unforeseen QueenHeadmaster Tanion of the College of Aldmeri Propriety
  56. ^ Queen Ayrenn's dialogue in ESO
  57. ^ Welcome to New Aldmeri IrregularsAicantar of Shimmerene, Sapiarch of Indoctrination
  58. ^ On MorrowindErramanwe of Sunhold
  59. ^ a b c Brief History of the Empire v 1Stronach k'Thojj III
  60. ^ The Wolf Queen, v5Waughin Jarth
  61. ^ Rising Threat, Vol. ILathenil of Sunhold
  62. ^ a b Aicantar of Shimmerene Answers Your QuestionsAicantar of Shimmerene
  63. ^ Rising Threat, Vol. IILathenil of Sunhold
  64. ^ a b c d e The Great War — Legate Justianus Quintius
  65. ^ a b c d e f g Rising Threat, Vol. IVLathenil of Sunhold
  66. ^ a b Legate Fasendil's dialogue in Skyrim
  67. ^ a b Thalmor Dossier: Ulfric Stormcloak
  68. ^ To Kill an Empire quest in Skyrim
  69. ^ Sithis
  70. ^ a b The Onus of the OghmaPhrastus of Elinhir
  71. ^ Thoughts on the Sacred Numbers
  72. ^ a b Uurkar of Auri-El's dialogue in ESO
  73. ^ Words and PowerTelenger the Artificer
  74. ^ Monastic Firinore's dialogue in ESO
  75. ^ a b Aetherquartz Prayer Beads codex entry in ESO: Greymoor
  76. ^ Rituals of the Harmonious MastersAritanwe of Lillandril
  77. ^ Transcription of Praise Be
  78. ^ Praise Be
  79. ^ Seeker Duperil and Seeker Veraye's dialogue in ESO
  80. ^ The Banished Cells I loading screen in ESO
  81. ^ Sotha Sil's dialogue during A New Alliance in ESO: Summerset
  82. ^ Circlet of Saint Ohmandil item description in ESO
  83. ^ Saint Terilde's Fingerbone item description in ESO
  84. ^ Monastic Nenaron's dialogue in ESO
  85. ^ Ondolemar's dialogue in Skyrim
  86. ^ a b Diplomatic Immunity quest in Skyrim
  87. ^ The Forsworn Conspiracy quest in Skyrim
  88. ^ a b Cases of the Divine ProsecutionHigh Magistrate Rinwaray, Bureaureeve of the Divine Prosecution
  89. ^ Ritemaster Iachesis' dialogue during Buried Memories in ESO
  90. ^ a b The Divine ProsecutionAxulfa Giant-Slayer, Nord Cultural Exchange
  91. ^ a b A Case for Open BordersKinlord Andurion
  92. ^ a b c A Rejection of Open BordersKinlady Avinisse of Shimmerene
  93. ^ a b c d e f Gathering Force: Arms and Armor of Tamriel — David S. J. Hodgson
  94. ^ Fedris Hler's dialogue during The Goblin Army in Morrowind: Tribunal
  95. ^ Kinlady Helenaere's dialogue in ESO: Summerset
  96. ^ Our Blessed Isles: A GuideRunilstir the Surveyor
  97. ^ The King of Vipers, Canto 17
  98. ^ Sunhold loading screen text in ESO: Summerset
  99. ^ Light Armor ForgingRevus Sarvani
  100. ^ Slavery dialogue topic in Morrowind
  101. ^ a b Alinor Royal Palace loading screen in ESO: Summerset
  102. ^ Manacar's dialogue in ESO: Summerset
  103. ^ Aquiline Calian Sphere codex entry in ESO: Greymoor
  104. ^ a b c Mother of Rats' dialogue in ESO: Summerset
  105. ^ a b c d Lanarie's dialogue in ESO: Summerset
  106. ^ Apraxic Decanter codex entries in ESO: Greymoor
  107. ^ a b c An End to IsolationQueen Ayrenn
  108. ^ Valsirenn's dialogue in ESO: Summerset
  109. ^ Vicereeve Pelidil's dialogue in ESO
  110. ^ Canonreeve Elquisa's dialogue in ESO: Summerset
  111. ^ Jurisreeve Lorne's dialogue in ESO: Summerset
  112. ^ Jurisreeve's Eye codex entries in ESO: Greymoor
  113. ^ Chief Justiciar Carawen's dialogue in ESO: Summerset
  114. ^ Please Respond, Your Beloved Aunt DaiyanniKinlady Daiyanni
  115. ^ Renzir's dialogue in ESO: Summerset
  116. ^ a b Justiciar Tanorian's dialogue in ESO: Summerset
  117. ^ The Tower Sentinels quest in ESO: Summerset
  118. ^ 2920, The Last Year of the First EraCarlovac Townway
  119. ^ Lost in Translation quest in ESO: Summerset
  120. ^ Telarendil's dialogue in Blades
  121. ^ The Beast of GalenPhrastus of Elinhir
  122. ^ a b Rellenthil loading screen in ESO: Summerset
  123. ^ a b c d e Manor of Masques quest in ESO: Summerset
  124. ^ Driftwood Idol contraband in ESO
  125. ^ Winged Auri-El contraband in ESO
  126. ^ Elder Scrolls Online - Knowledge Base
  127. ^ Coils of the Father
  128. ^ a b Guide to Altmeri Culture
  129. ^ Canonreeve's Silken Parasol item description in ESO
  130. ^ Canonreeve's Silken Handkerchiefs item description in ESO
  131. ^ Summerset Silk Neckerchief item description in ESO
  132. ^ Clement Climate Picnic Parasol item description in ESO
  133. ^ Archon's Hive Boot Polish item description in ESO
  134. ^ Silver Shoehorn item description in ESO
  135. ^ High Kinlady's Diamond-Tipped Spurs item description in ESO
  136. ^ Swan-Satin Bathing Thong item description in ESO
  137. ^ Gold-Leaf Trinimac Worship-Plaque item description in ESO

Note: The following references are considered to be unofficial sources. They are included to round off this article and may not be authoritative or conclusive.