Historical Account on Vampirism and Strains
Date: 4E195
Tamriel has long been plagued by a wide variety of necromantic creatures. Usually resurrected by either a Necromancer or through natural, reoccurring magicka, Undead exist in a variety of forms. Zombies roam ruins and caves all across Tamriel, Draugr exist in Skyrim and along its border in Hammerfell, High Rock, and Morrowind, Mummies roam from Hammerfell to Elsweyr and Black Marsh, not to mention the abundance of Skeletons. There are also reanimated spirits, such as Ghosts and Liches. These forms of Undead, and more, are a frequent threat to adventurers, soldiers, and common folk.
All of them pale to the Vampire, unquestionably the most powerful and dangerous form of Undead in the world. This stems from their very origin as a Daedric Creation of Molag Bal's utter depravity, rather than by mortal or natural causes.
Origin
Vampires were first recorded in the late Merethic Era, when Molag Bal raped a Nedic woman by the name of Lamae Beolfag, a priestess of Arkay, in an act of pure, malicious spite. After the deed was performed, he left a drop of his blood on her brow and left her to die. She was found by nomads who attempted to heal her, but when she appeared to have died, they prepared to burn her in a funeral pyre. Instead, she rose from the dead, and slaughtered the women and children and raped the men in a fit of blood crazed violence that has permeated to this very day. Inspired, the various Molag Bal cults took this act as a sign of offering, and on his Summoning Day would offer young, virginal woman to the Prince. Those who survived the encounter emerged as a Vampire, and became known as the Daughters of Coldharbour. From these Pure-Blood Vampires, all others came to be.
Commonalities
It is estimated that over a hundred strains of Vampirism exist across Tamriel, each with their own abilities and characteristics. Nine different strains exist in the region of Iliac Bay alone, but there does exist some commonalities across all strains. Upon contraction, all strains have a three day incubation period, during which prompt medical treatment can remove the blight. I myself had have to undergo such a procedure, taking a specialized potion after contracting Porphyric Hemophilia from a stray Vampire. But, should the disease not be cured in time or, Gods above, the individual never realizes he or she was infected, the disease sets in. The infected die, only to be immediately reborn as a vampire. Once taken hold, Vampirism is impossible to cure. There are no known, reliable cures available. Any attempts to find one has been for naught, as the disease constantly changes, presumably by Molag Bal himself. It was thought that the accidental discovery of Small Life by mages in the Third Era would lead to a cure, but alas, none has ever come to pass.
Evidence also shows that people can be instantly turned by sufficiently powerful vampires, should the recipient and giver both be willing. What exactly this process entails is unknown, but, unlike the diseaseborne strains, these Bloodborne Vampires will retain all the abilities of their sire and begin with a comparable amount of power.
Once the condition has taken hold, the body immediately changes. Their skin becomes deathly pale, the color of their eyes turn gold, their heart beats slower. The blood of a vampire turns black like tar, should they quench their thirst for blood. Bodily functions, such as digestion, urination, and reproduction, still continue. That said, vampires have no need for food nor drink, instead requiring only blood of mortal creatures to sustain themselves. There have been instances of vampires going long periods of time without sustenance, but those are rare. The longer a vampire goes without feeding, the more their mind deteriorates and the more animalistic they become. Often, a Vampire's first victim is a loved one, either friend, family, or lover.
In addition, Vampires exhibit an increased resistance to cold, and a complete immunity to disease and resistance to poison. Their magicka reserves increase exponentially, as does their physical strength. A single vampire can as strong as ten Orcs. Their eyesight becomes better adapted to see in darkness, allowing them to see in the darkest of pits when their mortal prey cannot. Their sense of smell increases as well, becoming highly attuned to the scent of blood.
There are also differing stages of Vampirism, determined by how much blood a vampire has gorged itself on. For every 24 hours a vampire has not eaten, their body progresses a stage. Any abilities they possess become more potent, but so do their weaknesses, and their mind deteriorates more and more until they are nothing more than a rabid animal. Their bodies become paler and paler, losing any semblance of color they once had, with black veins coursing across their bodies. Once fed, a Vampire will revert.
In addition, particularly powerful vampires are capable of entering into Torpor, a state of suspended animation. Through this method, a vampire can go an indefinite amount of time without feeding, but their bodies remain highly vulnerable. As such, most do not do this for any length of time, and only when sufficiently guarded or hidden.
There are rumors of another type of feeding that vampires can do, but there are no surviving records of the technique, beyond a single burnt note about a vampire worried about her master "slaking his thirst on her soul". What is known is that vampires refuse this technique, and any who perform it are hunted down once discovered by their own kind.
Strains
As previously stated, there is estimated to be over a hundred different strains of Vampires, all stemming from a single source. There are nine Vampire Clans in Iliac Bay, each with their own unique strain. In the Second Era, Noxiphilic Sanguivoria was the most common strain, and is considered by many to be the originator of all other vampire strains, but the strain is much less prevalent today.
One of the most common strains is Porphyric Hemophilia. Originating from the province of Cyrodiil, Porphryic Hemophilia has spread to the neighboring province of Morrowind. This strain is much more susceptible to sunlight than other strains, actually causing direct harm to the individual. As such, infected individuals only go out at night. In Cyrodiil, this disease stems from the Cyrodiil Vampyrum Order, a powerful clan of Vampires that outlasted all competition and influenced Imperial Society for hundreds of years. They viewed all other clans as inferior, with mortals only worth the amount of blood they could provide as cattle. They saw their condition as a gift, and worked tirelessly to ensure their power and place at the top of the food chain, until they were discovered and subsequently destroyed by the Hero of Kvatch, aided by a rival vampire clan who viewed their condition as a curse and not a blessing. It is unknown what happened to these vampires, but regardless the Order dissoved and fractured. Rumor has it that during the Great War, the remaining traces of The Order were hunted down by Ulfric Stormcloak, assisting the descendants of the very same vampire clan who assisted the Hero two centuries before. Despite the loss of the Order, Cyrod vampires remain as social as ever, often forming closely knit clans of lesser Vampires serving a single master. Harem situations are frequent, but most, if not all, is simply the master manipulating the lesser to do his or her bidding in a cycle of abuse disguised as affection.
Another prominent strain, found exclusively in Skyrim, is Sanguinare Vampiris. Descended from the powerful Volkihar Clan in eastern Skyrim, vampires with this strain are noted to be much more powerful than other strains. This stems from the diseases origin, as it came directly from a Daughter of Coldharbour, and careful dissemination has kept the strain pure for thousands of years. They have a particular association with ice, capable of phasing through it. They often use this ability to drag unsuspecting victims under sheets of ice without breaking it. Beyond this, the physical effects of the disease is much more prominent than in other strains. The body becomes much more visibly changed the longer one goes without feeding, to the point where they look like walking corpses. As a culture, Volkihar vampires are much more individualistic, often operating in limited groups three or four at most. Despite this, there are rumors of a safe haven for Vampires located in the northern parts of Skyrim, where they live in peace and isolation. Any attempts to find this safe haven have been for naught, both out of impracticality and limited desire to seek out a peaceful coven.
In Valenwood, there are four different tribes of Vampires: the Telboth, Yekef, Keerilth and Bonsamu. The Telboth prey on children, replace their position in the family before consuming the entire family as victims. The Yekef swallow men whole, supposedly, while the Keerilth display an ability to turn into mist. Bonasmu are indistinguishable from normer Bosmer, unless shined upon by candlelight.
In Morrowind, due to a violent cultural antipathy for necromancy, vampires were thought to have been extinct for centuries until they were rediscovered by the Nerevarine. There are three known bloodlines. The Quarra, a savage group who descend upon their victims with unrelenting brutality, the Aundae, who hypnotize their victims before feeding in their sleep, and the Clan Berne, who use stealth to hunt their prey. Despite the nomenclature, Ash Vampires of Ashlander Legend are not vampires nor undead. They are something else entirely, the creatures of Dagoth Ur, and upon his death at the hands of the Nerevarine, all surviving Ash Vampires died as well.
In High Rock, there are multiple different strains of vampires, all stemming from different groups. There are too many to count, but the most powerful was the Glenmoril Wyrd. However, they all died out during the Oblivion Crisis, and there are no more Glenmoril Witches surviving today. There are, however, the nimble Vraseth Clan, Thrafey, who's blood can heal wounds much more quickly than other strains, the Garlythi, who can magically shield themselves from damage, the Lyrezi, who are capable of invisiblity, and the Haarvenu, who are much more skilled in Destruction magic than most.
In Hammerfell, there are three surviving Vampire clans. The Selenu are much more resistant to the elements, the Antotis are renowned for their intellect, and the Khulari can paralyze their prey before feasting.
In Iliac Bay, there is the Montalion, who are very patient with their new family members and are capable of instant teleportation.
Due to the close proximity of High Rock, Hammerfell, and Iliac Bay, the vampire clans in the area frequently engage in warfare among each other, each vying for supremacy.
In Black Marsh, the Whet-Fang Sodality give rise to Argonian Vampires, who often take paralyzed victims to serve as cattle.
As previously stated, Noxiphillic Sanguivoria was the original vampire strain, and by all accounts was the most powerful and without the most drawbacks. Infected individuals were unaffected by sunlight, merely growing more powerful at night. But, luckily, the strain has largely died out.
Conclusion
Vampires are dangerous creatures, capable of alarming feats of strength and magical ability. But, without knowing what they are, the danger posed by them is much more substantial. It is my hope that by reading this paper, others will know the danger, and should a person be afflicted by this terrible curse, how to best counteract it.
Trestus Whovinici, Historian at the Imperial Academy
This page has been deemed heretical by a joint council of the Aldmeri Dominion and the Empire. It is to be redacted.
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This page is no longer deemed heretical as of 203 4E. Its reproduction as a portion of the Heavy Scribe's Travel (Guide) may be continued
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My Experience With Vampires
There's a lot of distrust towards the undead, and not without good reason. Most undead seek out ways to end life and little much else lest they're enthralled by necromancers, who are usually unfriendly at the best of times. Vampires, however, are a different story. True, there's still a lot of well-founded distrust, but I've come to find, by accident, that some vampires can be considered people still.
During my travels, I stumbled upon a vampire coven that has dedicated itself to doing as little harm as possible while searching for a cure to their affliction. I have mentioned it before, but then I started being questioned about it. So, I'm putting it all to parchment so that I need not recite the tale so much.
It was in an unspecified place in Skyrim, and I will go into no more detail due to a death-vow I took to never reveal the location to non-vampires (necessary in order for me to leave). I had entered their haven completely by accident during a surprise snowstorm, but I was able to talk them down from any rash action, rather easily in hindsight. I was then taken forth to meet their leader, a vampire who had existed for millennia. At least his age wasn't too surprising, due to him being an elf. Still, the vampire master spoke about things like Dwemer, Ayleids, Chimer, and Kothringi as though he met members of these people. It was no surprise after hearing him talk at length about Dwemer and their rudeness that he started telling tales of the Three Banners War as though he fought in it.
Another interesting thing was that the vampires were not of one clan. A portion of them were Court vampires, while the majority were Volkihar descendants. There were even a number of Berne and Aundae who had fled the Red Year. Their leader took them all in despite their differences, all for the hope of solidarity and the united purpose of someday ending their curse.
It was here that I found that vampires weren't evil by default. Rather, becoming a vampire simply releases certain inhibitions or creates new ones. The individuals can identify these things and try to change themselves back or better than before, but this would normally take a strong will. Some seemed like everyday people. Others seemed wholly unnatural in the way they behaved. Many displayed subservient attitudes towards their 'sires' while contempt was shown for other beings, but I've seen that in the living as well, so it was nothing new.
What was a real surprise was the in-depth study they had devoted to figuring out a way to cure themselves. There was an extensive lab with every sort of alchemical tool imaginable, including three small-lense sets and temperature controlled cultivation room, something I had only ever heard of existing in advanced universities and colleges. I had notes compiled from their discoveries, ranging from a root extract that can lessen pain (and motor functions) without permanent harm, and a sort of pill that can prevent unwanted pregnancies before they even begin with only a small, monthly dose. They had also catalogued a myriad variety of Small Life beneficial to everyday life. One discovery had somehow produced a new type of cheese. I tried it, actually, and it was quite tasty.
In essence, the vampires were not only firmly not evil, they were a boon to society, and the world didn't even know it yet. Other connections to the mortal world aside from me exist, yet they remain anonymous even now. If any vampires should happen to read this then seek out this better unlife. There may be no saving your soul, yet, but that does not mean you are damned. Even if you can't find this group, do not be dissuaded from starting your own and finding like-minded individuals. You canstill live a good life, even if it has ended.
Jesse 'Bubba' Kay, the Heavy Scribe
Excerpts from The Fauna of Tamriel: Skyrim
The northernmost province of the Empire of Tamriel is by no means a gentle land. Harsh, mountainous, and breathtakingly cold, only the hardiest of animals can hope to survive, let alone thrive, in this starkly beautiful environment. The predators in particular, embody the fierce mercilessness of the snow driven landscapes they reside in. With sustenance so often hard to come by, Skyrim's predatory fauna cannot afford to let the threat of man or mer dissuade them from a potential meal, and an unwary traveler could find themselves preyed upon just as easily as a "helpless" rabbit or deer.
Listed below are brief introductions to some of the most common threats one should be wary of when traversing the untamed wilderness of Skyrim. More extensive information from my studies on the individual species can be found further in this work.
(And as with all of my wildlife publications, I humbly suggest that magically inclined readers take the time to learn my personally developed Calm Animal spell, which is specialized to tame the ire of far more aggressive and powerful beasts than the general use Calm spell is capable of. It has saved this scholar's life and limb on more occasions than he is comfortable with.)
Wolves
We start with a mammal that most should be familiar with, as it is found in many other provinces, the common wolf. These agile canines are well known for living, and more relevantly hunting, in packs. While hardly the most powerful creatures on their own, as a group they use flanking and diversionary tactics to bring down prey. Only rarely will a wolf charge straight towards a target, instead opting to circle it to prevent escape and force it to fend off the pack from all directions.
Fortunately, the most common breed of wolves are cautious enough to be fended off by an alert and intimidating display, only risking their lives against a dangerous foe if it encroaches upon them, or they are starving, sick, or otherwise desperate. If a common wolf howls at you but does not attack, it is warning you away from its pack's territory. Do not approach, and slowly back away without turning your back or running. Do this, and as long as you don't show any vulnerability (travel in groups, make yourself appear big and loud, keep campfires large and bright, etc.) these clever creatures are unlikely to press their luck against you.
Unfortunately, the same cannot be said for the Ice Wolf breed, whose name comes from the snow-covered environments farther north and high up on the mountainsides they reside in, and the white fur that allows them to blend into them. Such barren land cannot support greater numbers of these animals, and as such, they hunt in smaller packs, or even alone. However, they are larger, stronger, and far more aggressive than their common brethren. An Ice Wolf will invariably attack on sight, and no two-legged being could hope to outrun or outlast it. The only answer, when faced with such a beast, is to stand your ground, and fight.
Bears
Despite their fearsome stature, these omnivores are not as bloodthirsty as their reputation dictates, although the damage they are capable of when riled cannot be discounted. If a common black bear notices a person intruding upon it, it will often give a single warning roar, possibly accompanied by rearing up on its hind legs as a threatening display of its size. To continue approaching or triggering its instinct to pursue by running away, is to face a creature that can chase down a horse, with crushing jaws, a hide that can shrug off steel weaponry, clawed limbs strong enough to topple small trees, and is quite capable of climbing larger trees that cannot be brought down.
This proves to be quite the conundrum when encountering the larger brown bear species, the "Cave" bear in layman's terms. If we take the behavior described above for bears to limit attacks to those who get too close, and combine it with the fact that nearly all encounters with cave bears are a result of intruding into one of their eponymous homes, and it should be no mystery where this species' reputation for being man-eaters has come from.
As a general rule, any explorer considering resting within a cave or mountainous crag should ask themselves, "Why would I be the first being to have the bright idea of sheltering here?" The answer is more than likely: "You weren't." Before stepping into the dark, you should first ensure that you won't be trespassing into the home of a bear, troll, or even a group of inhospitable bandits. Be on the lookout for warning signs, such as fresh tracks, bones, scratch marks, or even just the odors that may be wafting out.
We conclude with what is considered to be the largest and most dangerous of all bear species in Tamriel: the "Snowy" or "Polar" bear. Found only in the far north, this strongest and most ferocious variant has thick white fur to insulate it from the freezing cold while blending into the colorless surroundings. Are we beginning to notice a pattern here? Unlike its southern cousins, the snowy bear has no berries, roots, or other vegetation available to supplement its diet, (save for the snowberries, but their growth only lasts for a short time before the bears go into hibernation) and is by necessity mostly carnivorous. It finds all the nutrients it needs in the rich fat, meat, and organs of the stout creatures that it shares the frozen coasts with, particularly walruses, seals, and horkers, which it hunts on the ice floes by regularly swimming through waters that would kill a non-Nord within minutes of exposure.
Sabre Cat
The infamous sabre cats actually come in a variety of types, all sturdier and more muscular than their cousins, the Cyrodiil Mountain Lion and the Sabretooth Tiger of Iliac Bay. They are so named for the blade-like incisors that extend from their upper jaws, which contrary to popular belief, are not used to pierce the necks of their prey, which would risk chipping their fangs against the spine. Rather, they are more often used to disembowel the soft underbelly, in a similar manner to the primary talons of toothed birds.
These truly massive felines can match a man shoulder to shoulder in height, yet for all their bulk are consummate ambushers. The coloration of each species (refer to Chapter 7 for analysis on how the different geographical "breeds" in common parlance are in actuality related but separate species) matches that of their favored environment, allowing them to prowl and stalk the wariest of prey through stealth and camouflage.
From the ruddy brown coat of the "Plains" Sabre Cat that slips through the grasses of Whiterun's tundras, to the creamy fur of the largest "Snowy" Cat that drifts like a ghost amongst the blizzards of the far north, to even the bizarre mottled purple and bioluminescence of the slim "Vale" specimen exclusively found in the caves within the mountains bordering Haafingar and High Rock.
Thankfully they are solitary hunters for the most part, and their preference for sneaking up on their target from behind means that bearing eye-like markings on the back of one's headgear can confuse them. Not enough to dissuade them from ultimately attacking mind you, but the hesitation could buy you precious seconds to notice and respond to the impending attacker.
Sabre cats are also not very strong swimmers, so in dire straits one can elude pursuit by escaping into deep enough water, although doing so risks succumbing to hypothermia instead. Assuming no Nordic Gar* make themselves painfully known first.
It is not unheard of for sabre cats to hunt in groups of two or even three, however, and these packs will not be held back by such simple tricks. Which should not be surprising, given that such groups have been known to bring down younger mammoths together.
*The proper name of the species erroneously put under the umbrella term of "Slaughterfish", alongside the Cyrodiilic Freshwater Viperfish and other carnivorous fish species across Tamriel.
Weiss' Notes : The detailed descriptions for the different sabre cat species seem to be near perfect matches for some of Remnant's prehistoric counterparts. Plains = Smilodon fatalis. Snowy = Smilodon populator. Mountain = Homotherium crenatidens. Cyrodiil Mountain Lions = Homotherium serum. Sabretooth Tiger = Smilodon gracilis?
Ice Wraiths
I am perhaps remiss in including these "creatures" here, as Ice Wraiths cannot truly be described as living animals, but the dangers these wintry beings present to the common traveler of Skyrim are no less pertinent.
It is not yet truly known how Ice Wraiths are produced. Theories range from the spirits of those who froze to death, to summoned constructs similar to atronachs. Though the most widely held belief is that they are elemental manifestations, spontaneously formed from the sheer cold and the magic of Nirn itself. They certainly seem to share the hunger of Winter for stripping the heat and lifeblood from any living thing.
Ice Wraiths do not possess a solid body or living organs, composed only of a needle filled maw and a series of rings all formed of hardened, translucent ice. This, combined with their undulating, serpentine movement while floating through the air, and their only being found amongst ice and snow means they are very difficult to pin down. Facing them in one of the flurries or blizzards they tend to attack in turns this into a near impossibility without the use of the Detect Life spell (the viability of this spell on Ice Wraiths further confuses the discussion on their classification). This behavior and their primal use of Frost magic has led to a curious puzzle, where folklore questions whether blizzards are followed by Ice Wraiths, or if the Ice Wraiths bring blizzards in their wake.
These hostile elementals have earned the deep-seated animosity of the native Nords. In the not-so-distant past, it was customary for a young Nord to hunt an Ice Wraith alone and bring back its teeth in order to be recognized as an adult. And while this rite of passage is still practiced by the most traditional groups in the province, I have found that certain claims from some of my contemporaries of such a hunt being required of everyone in order to be a citizen of Skyrim to be a romantic exaggeration.
As should hopefully be obvious, Ice Wraiths are completely immune, and perhaps even strengthened, by all forms of Frost magic. Their sinuous evasions and the chill winds that keep them aloft make arrows futile to all but master marksmen. However, they are particularly vulnerable to fire, and if that particular weapon is not available, simply smashing them before they can inflict you with their literal frostbite will suffice. And the teeth they leave behind are particularly valuable for preserving perishable foodstuffs for extended periods of time.
- Na'ankan Tributore, self-styled "Wildlife Researcher"
The Minor Races of Tamriel
I have written before about the ten main races of our fair land, mostly as a way of practice and making sure the old facts stick. I've also written excerpts on my interactions with different factions and groups of those ten races, and I've even traveled to many of their homelands. However, there is far more than just the main ten peoples that you can find examples of in every other town in every province, and I've met a great many of them too.
Maormer – Perhaps not exactly a minor race, the Maormer, Sea Elves, are a fringe group in Tamriel, living in near secrecy on their island nation of Pyandonea, which lies somewhat south of Valenwood along Nirn's equator, or centerline. Little is known about their culture other than that they practice slavery, worship Daedra (specifically Hircine, Boethiah, Hermaeus Mora, and Molag Bal, with reverence given to Lorkhan and Akatosh), have tamed the southern seas' massive sea serpents, and are proficient sailors. To this day, their navy is unmatched across all of Tamriel, which is the only reason why the Aldmeri Dominion hasn't tried to conquer them yet. Any attempt simply gets repulsed before they can make landfall. Their pirates and raiders have attacked coastal towns since the First Era, but most of their true ire is directed towards the Altmer. Legend has it the two races branched from the Old Aldmeris at around the same time, with the Maormer drawing the short straw on gaining marshy, diseased land while the Altmer took the paradise of the Summerset Isles, establishing a rivalry that has continued on into modern times.
Maormer are not seen on the mainland in a peaceful setting very often, but the occasional ship does pull in to dock for trading rather than raiding. I have never personally met a Sea Elf, but I have seen a few at a distance. Just as described, they are a colorless white, with milky white eyes, though I was almost able to spot an iris behind the whiteness. Their eyes are likely adapted for seeing underwater, as from what I saw, they dive into the ocean almost as much as they stay aboard their ships.
It is said that the Maormer have been led by the same king, Orgnum, since the Merethic Era. He is said to be immortal, and taught the Maormer how to sail the seas and tame the sea serpents. I do not claim to know whether this assertion is accurate or simply the misunderstanding of a continuous royal naming convention, unbroken for thousands of years. While it seems impossible to some people that a single ruler has been around so long, we can't forget that some High Elves have been around just as long, and then there is the fairly well-known example of Divayth Fyr to consider.
Minotaurs – Once feared as monsters, the proud Minotaurs are the Bullmen of Cyrodiil. During the Oblivion Crisis, it is said that the Guardian wrestled one of their strongest leaders to the ground while calling out to his soul. Some say Kyne worked through her to restore the Minotaurs. Others say there was a deep connection between their souls already there, just waiting to be revealed. A few more martially inclined thinkers simply believe that the Minotaurs recognized their betters. Whatever caused it, the Minotaurs went from dangerous, semi-tribal beasts lurking in the forests and caves to a fighting force willing to stand alongside the Empire as they had in the First Era. While it unfortunately took until the reign of Tidus Mede I for them to be made official citizens, along with the Mulukan and Centaurs, today, Minotaurs are proud members of the Empire.
While excellent fighters, Minotaurs also make great craftsmen of all kinds. Minotaur cows (apparently the only sort of women who can be called such) can be seen everywhere doing leatherwork, stitching, sewing, crocheting, and weaving of all kinds. The bulls are often blacksmiths, carvers, and masons, though it seems every Minotaur, whether bull or cow, knows their way around a heavy weapon. It is certainly thanks to the Guardian's influence that the weapon of choice for most Minotaurs is a warhammer, but some take up the sword and shield in honor of the Hero and Champion, and there is even a sect of Minotaur monks who are said to practice in the martial arts style of the Watcher.
Mulukan (Goblin-ken) – Goblins and Ogres, strangely enough, are not separate species. Some would say Ogres are massive Goblins, while others say that Goblins are small Ogres, but the truth perhaps lies somewhere in-between. Recent tests based around the relatively new Paternity Blood Test have strongly indicated that Goblins, Ogres, and Orcs are all closely related to one another. This is given further credence when one takes into account that the earliest renditions of Orsinium included Ogres and Goblins amongst their populace. What exactly caused Orcs to be able to join civilization much earlier than their cousins is unclear, but what is clear is that they are more than able to fit in.
Like the Minotaurs, both Mulukrin and Mulukrog were uplifted by the Guardian, though in a far different way. Rather than speak to their hearts and minds, the Guardian simply took charge as the chieftains of their kind did at the time: by challenging the current leader and defeating him. Some of the elder Goblins and Ogres who've survived from that era express a slight amount of embarrassment that they didn't realize at the time that she was actually a woman (as their old tribal traditions were firmly patriarchal). She then scoured the province, even going into Hammerfell a short time to gather their Mulukan population, and finally brought every single tribe together. After that, she had Pigmole built, and used it from then on as a base of operations from which to launch counterattacks against Daedric hordes. As it went on, the Goblins and Ogres simply seemed to 'wake up', seeming like primitive tribals one week, somewhat learned peasants the next, then becoming sophisticated thinkers and builders within a month.
While certainly having martial and magical skill, their talents truly lie elsewhere. Goblins have proven to be some of the best builders in recent history, perhaps explaining how the ancient version of Orsinium had been so quickly established. If one is skeptical, then all that would be needed to convince is the 'goblin hall prank', a most devious usage of interchangeable building sections. They are also proficient miners, able to dig quickly and fit into narrow holes and gaps most other races would not dream of. Ogres are helpful in these endeavors, being able to haul the heavy loads needed for construction and mining, but they, again, have a different talent. Ogres are, strangely, excellent farmers and ranchers. Every Ogre seems to have a secret green thumb, able to plant pretty much any kind of crop and grow it with relative ease. Animals also have a strange calm around them, though this appears to go away once the Ogre is hungry. A sated Ogre, though, can easily tend a herd of cows, sheep, or horses with the animals giving them almost no problem. To this day, no one has been able to figure out why.
Imga – A haughty race if there was any. The Great Apes are perhaps one of the oddest Beastmen races, yet they are somewhat comical in their ways. For reasons unknown, the Imga revere the Altmer as the pinnacle of mortal life, the majority of them becoming willingly subservient to the High Elves. For a long time, they would attempt to shave themselves and powder their shaven skin to resemble their chosen masters, but this was actually off-putting to the Altmer, so it stopped after a generation or so. Despite being large and muscular, most Imga try to take up dueling as a fighting skill. Again, the Altmer had to intervene and invent an entire new form of swordplay that the Imga could actually make use of without stabbing themselves in the leg. Despite being related to Man (descendants of Wandering Ehlnofey), the Imga act as though all races of men are filthy, bad-smelling creatures. This actually made them the subject of many perfume pranks done by their Bosmer neighbors, who purposefully made themselves smell horrible while giving nearby humans fragrant perfumes. Between this and eating them, Bosmer are an Imga's second least favorite thing.
Centaurs – Relatives to Bosmer, legend says that Centaurs shirked off Y'ffre's offer and instead sought the help of Ius, the God of Beasts. In an act of balance, he turned them into the Horsemen seen today, though some legends also state that a handful of those turned into unicorns instead (the reasons differ in each tale). With a horse's stomach as well as an elven one, Centaurs could only ever eat vegetation and some sparse meat.
Centaurs today are a little more widespread than they once were. During the early years of the Third Era, they began to migrate into Hammerfell and even went as far as High Rock. As it turned out, living without fear of being hunted as food was preferable to the Centaurs, and now very few live within Valenwood any longer. Having fought for their lives throughout their existence, Centaurs are excellent warriors, and can even challenge a Bosmer with their skill in the bow. Their unique physiology even allows them to fire while running at full gallop. This has made Centaur warriors an envy for the Imperial Legion.
Male Centaurs tend to be hotheaded, and can often be seen challenging each other to various contests of skill in an attempt to impress potential mates. Females, on the other hand, tend to act very docile unless provoked, in which case they can be as dangerous as their men, especially if they're protecting a child (whether the child is theirs or not is barely a concern). However, they are also musically inclined and have various festivals, and it's believed that they may worship Sanguine to some extent.
Centaurs were actually the first race Pigmole managed to successfully integrate into the Empire a few years into Tidus Mede I's reign, a little before the Umbriel Crisis. They also have a friendly rivalry with the Minotaurs, more akin to rivalries between different gladiator fans than actual blood feuds.
Harpies and Sirens – Harpies are the birdlike betmer, native to parts of Elsweyr and Valenwood and closely related to elves. At a time they were in similar straits as Minotaurs, but soon came out of it in the latter years of the Second Era. Before the Third Era, they had spread to most of western Tamriel as far north as High Rock, but then recongregated back towards the south. They have always had a rivalry with the Khajiit, which is somewhat understandable. One legend says that Harpies came about when a group of Daedra worshippers were cursed, but this is unlikely, as they are able to proliferate (unlike Hagravens, Medusa, and Scylla). Harpies are odd in that their gender ratio is especially disproportionate, with ten females to every male. The males are often smaller and far more colorful than the females, usually mistaken for a young girl Harpy by outsiders (when clothed). While the males can normally keep up with 'demand', some females instead choose to mate with other races. These couplings have actually produced fertile offspring with elven and human fathers, resulting in a half-race known as Sirens.
Sirens, like Harpies, are still essentially avian beastfolk but normally less feathered and sometimes with separate arms and wings. While their parents must have had certain tastes to be attracted to each other, usually the Sirens are considered attractive by both sides overall. Further dissemination into man and mer will eventually produce offspring with no wings, normally referred to as Birdfolk. These Harpy descendants will often appear as a man or mer, but with feathery textured hair, and often downy feathers in place of body hair.
Harpies live in a semi-nomadic lifestyle, often living in large trees and on cliffsides where they nest. Usually, a flock will have several places that they go to throughout the seasons, often in pursuit of food sources. Similar to Khajiit caravans, they can often be seen peddling wares whenever they feel it is safe to approach. Relations have been strained between them and other races, however, thanks to their own cultural views. Female dominant polyamory is perhaps one of the most clashing, as no other society has ever had an equivalent. Even the chieftan-based Orc and Goblin polygamy is primarily patriarchal. There also exists no taboo on nudity in Harpy society. They only wear clothes to accentuate their beauty, often wearing only jewelry and no cloth. There are no plain clothes to the Harpies, only decorations. This has caused many women to think of Harpies as a race of harlots. Knowing several, I've learned that this is patently false.
Recently, a large migration of Harpies and their kin came into Cyrodiil, just before the Great War began. Going by their own words, they were fleeing persecution by the Thalmor, who were initiating purges throughout their population, targeting any with human blood first, then the wingless Birdfolk, before segregating Harpies from Sirens with the intent to breed them like warbeasts. While their claims haven't been verified, I personally would not put it past the Thalmor to commit such a heinous act after all the Empire has seen them do. Luckily, Pigmole and Pigmole University offered to help the displaced people settle, and were able to mostly succeed before the war took everyone's attention. A sizable community of Harpies still lives around the West Weald and up in the Colovian Highlands, adjusting to a new life in the heart of the Empire. A few brave souls have trekked farther north into Skyrim, but only during the summer months before heading back south.
Lamia – An odd race, but not an illogical one. Lamia, like Harpies, once scattered themselves about Tamriel, but were only ever comfortable in warm, wet areas. While a number live in Illiac Bay, the majority likely exist in Argonia, often only seen on the fringes of the Black Marsh. While intelligent, they are often aggressive toward outsiders unless approached correctly. This correct approach includes a lot of swaying and the use of a cape in the form of a dance that mimics what Lamia do to essentially tell one another that they mean no harm. After being laughed at by a number of Saxhleel, I was able to speak with several Lamia, who actually are caring beings once they're comfortable in someone's presence.
I learned that, strangely, Lamias are all female and require no mates to produce offspring, though they said that some of them prefer to have partners to help foster their eggs. After a bit of research, I discovered that such a thing has been observed in some species of lizard in Hammerfell, in which males simply do not exist. Some instances have been recorded where Lamia will take the males of other races as mates, but the resulting offspring are always female. A quick Blood Paternity Test on one such 'father' determined that he wasn't the father at all. The Argonian didn't seem to mind though, deciding that blood wasn't that important and that he'd be there to raise the little ones all the same. It was rather touching, and I can't properly articulate how it made me feel.
Currently, Pigmole is working on establishing communications with several different Lamia tribes. Their stated goal is to remove misconceptions towards them within the Empire and ultimately bring them into civilization, but as with other races, progress has been slow but steady. It will be several decades before substantial numbers reside as Imperial citizens, beyond the few scattered individuals.
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My extended stay in the edge of Argonia was cut short by an incoming investigation by agents representing the An-Xileel, who escorted me out of the province and into Morrowind. While not my preferred choice, it gives me a chance to move over into Skyrim, where I can hopefully observe and communicate with two of the three or four remaining races of Tamriel. Giants should hopefully be as welcoming as their 'little' cousins, and I should at least be able to get some information on the blinded Falmer. Hopefully, I'll be able to fulfill my self-made quest.
Jesse 'Bubba' Kay, the Heavy Scribe
