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Nedic Woman

A tribal Nedic Woman

Nedes are a collection of human races who inhabit the continent of Tamriel. They might have once been a single race, evolved from the Wandering Ehlnofey, but have since become numerous ethnic groups of varying physiological, cultural and religious differences. They live primarily in the provinces of Black Marsh, Cyrod, the Deathlands, the Druidlands and Skyrim. Many of the Nedic tribes were enslaved by the growing elven empires of the Ayleids and the Direnni Aldmer during the Merethic Era, leading to the the era being filled with hardships and struggles for the Nedes. They are called Low Men (Neðmenn) by the Atmorans due to being inhabitants of Tamriel, which is below Atmora on a map.

History

The first mention of the Nedes in Aldmer history books is the encounter between Aldmer colonists and the human tribes in ME 1000. Where the humans came from is unknown. As the explorer Topal the Pilot had not mentioned them in his journals it is suspected that the Nedes migrated to Tamriel sometime between ME 1200 and ME 1000, possibly from the northern continent of Atmora. Other scholars argue that the Nedes were aboriginal inhabitants of Tamriel and Topal either failed to mention them or never encountered them since his travels were exclusive to the coastal regions of Tamriel. Initially, the Nedes were considered savages by the civilized elves and were ignored. Though when manpower became required by the growing elven colonies, they looked to the humans for a source of slave labor. The Ayleids were the most aggressive in their pursuit for Nedic slaves. As they expanded their city-states from the province of Hegathe to Black Marsh, they attacked and conquered various Nedic tribes and used them for all forms of menial labor with little regard for their health or well-being. Only the most secluded or advanced tribes were able to escape the chains of the Ayleids.

The Keptu tribe, also known as the Ket Keptu and the Men-of-Ket, which spanned from the center of the Deathlands to the hinterlands of Cyrod, to the Jerall Mountains, was one of the tribes that was conquered by the Ayleids. Though unpolished and barbaric, the Keptu were far from primitive, and were able to discover techniques for refining ores, allowing them to craft metal armors and weapons. With the aid of Hircine, they constructed the Bloodroot Forge atop a large source of nirncrux in a secluded Jerall valley, a massive and powerful magical forge rivaling the architectural feats of the Ayleids and Dwarves. It harnessed the power of lava flows to smelt ore and heat their metals, though also served a more occult purpose as a temple to worship dark gods and practice dangerous rites of Blood Magic with the use of iron, nirncrux, and lava. The Ayleids brought the enslaved Keptu all the way to the shores of the Niben.

The Reachmen was a tribe that remaining independent in the Reach, their eponymous homeland. The Reach stretches from the eastern region of the Druidlands to the western part of Skyrim, with the Druadach Mountains running through its center. They worship the Daedric Princes, known to them as the Great Spirits. It was said that they were brought to the mountains by their Matriarch, Mother Druaga, leading to them sometimes being called Children-of-Druaga. The Reachmen came into conflict with the Dwarves, who built underground cities in the mountains of the Reach. However, due to vast differences in technology the Reachmen rarely succeeded in their raids. The Orcs later migrated to the mountains around ME 900, leading to conflict between them and the Reachmen. While their interractions were mostly hostile, the Reachmen did mingle with them due to their similar barbaric cultures. From the Orcs they adopted the worship of the Daedric Prince Malacath.

Numerous Nedic races lived in the harsh swamps of the province of Black Marsh. In order to survive in the hostile environment the Nedes adapted their bodies. The Kothringi Nedes developed silver metallic-like skin. The adaptation proved so useful that they spread to much of northern Black Marsh, allowing their culture to remain largely independent from the Ayleids, though the western tribes were enslaved. The Kothringi would become great sailors and start trading with the other friendly races of Tamriel like the Bosmer. The Orma Nedes took a difference evolutionary step, losing their eyes completely in exchange for enhanced senses. Not as useful as the metallic skin of the Korthringi, the Orma remained a relatively isolated community in eastern Black Marsh.

In the northwestern province, known to the Nedes as the Druidlands, the tribes of the Druidmen spread and flourished. The Druidmen were a very spiritual people and deeply attuned with nature. They were led by a priestly caste known as the Druids, or Followers of the True Way. These Druids worshiped Jeh Free and other gods of nature, some of which were represented by the stars. While united in faith, these Nedes were seperated into different tribes, each led by a Druid King. Despite their unity with nature they often warred with one another over various disputes. The arrival of the Direnni Aldmer changed the power dynamics in the peninsula. The Direnni began to expand their holdings into the Druidlands, their favored tactic was to ally with one tribe and using them to fight another. These alliances were forged through marriage as the Direnni Lords took Nedic consorts. With time the Direnni assumed dominance over much of Druidlands and the Nedes became their subjects. Unlike the Ayleids, they didn't enslave the Nedes and instead attempted to civilize them and use them as serfs. Servants to their new overlords, the Druidmen would gradually develop into the half-elves or Manmeri, known in Aldmeris as Beratu, after centuries of interbreeding with the Aldmer.

The Men-of-Kreath, native to the southern parts of Skyrim remained relatively in peace as the local Snow Elves had no interest in slaves. They maintained their tribal society in the region that would later be named after them, Falkreath. The arrival of the Atmoran humans from the northern continent of Atmora would begin to change the Men-of-Kreath, who traded and mingled with the Atmorans, though remained the dominant power in Falkreath. It wasn't until the Atmorans established the Hold of Falkreath in the 1st Era that they began to integrate the Nedes into their society and further mixing of the two peoples took place.

The Rontha tribe was much the same, but because of their nomadic nature moved around a lot more than the Men-of-Kreath and this led to them roaming across most of Skyrim. With this they came into much greater contact with the Atmorans at a much more rapid pace, leading to more intermingling between the two peoples. At the end of the Second Atmoran-Falmer War in 1E 140, the Kingdom of Mereth was destroyed and the lands once ruled by the Falmer in the Rift were left sparsely populated by new Atmoran colonists. The Rontha took advantage of this and migrated into the region in greater numbers, staking claims to much of the wilds of the hold. The Atmorans' victory over the Snow Elves would inspire the Rontha to be more aggressive towards the elves.

Nedic Races

Nedic Tribes

The Nedic Races

There are various Nedic races throughout Tamriel. Some of these tribes are close enough to one another to share some language and culture, though others are so far removed that they consider themselves completely different races to their other Nedic cousins.

  • Al-Gemha: a Nedic race living close to the Niben River in Cyrod. They were enslaved by the Ayleids.
  • Al-Hared: a Nedic race living close to the Niben River in Cyrod. They were enslaved by the Ayleids.
  • Duraki: a Nedic race living in the Craglorn region of the Deathlands. The inhabitants of Lower Craglorn were conquered and enslaved by the Ayleids, but the Upper Craglorn Duraki were able to remain independent in their hold of Skyreach.
  • Druidmen: also known as Druidfolk, the Druids of Galen or Children-of-Galen, are a Nedic race living in the Druidlands. Throughout the Merethic Era they were conquered by the Direnni Aldmer and slowly integrated into their feudal culture. The Aldmer brought them to their southern cities on the Iliac Bay, spreading the Druidics into the northwestern Deathlands. By the 1st Era they have bred with the elves so much that most Druidic Nedes has at least a drop of elven blood in them. Because of this, they also become known as the Manmeri or Beratu (meaning Half-Breed in Aldmeris).
  • Horwalli: a Nedic race living in eastern Black Marsh. They were enslaved by the Ayleids.
  • Keptu: also known as the Ket Keptu and the Men-of-Ket. They spanned from the center of the Deathlands to the hinterlands of Cyrod, to the Jerall Mountains. They shared cultural similarities to the Reachmen, like the worship of Hircine. The Ayleids enslaved them and brought them to the shores of the Niben.
  • Kothringi: known as the Kothri. They inhabit western Black Marsh. In order to adapt to the harsh marshlands of their homeland they developed silvery skin, making them very different from other Nedes. They have managed to remain largely independent, though they often war with neighbouring elves and Argonians. They developed into prominent sailor of the swamps and eastern seas.
  • Men-of-Ge: a Nedic race living close to the Niben River in Cyrod. They were enslaved by the Ayleids. Many of them were sacrificed by the Ayleid Flower King in the Gradual Massacres.
  • Men-of-Kreath: a Nedic race living in the region of Falkreath of Skyrim. They were originally the only inhabitants of the region until the Atmorans expanded to it during the 1st Era. Luckily for the Nedes, the Atmorans accepted the fellow humans into their society. They have become to intermingle with the Atmorans since then.
  • Orma: a Nedic race living in eastern Black Marsh. To adapt to the harsh living conditions of the swamps, the Orma lost their eyes and greatly improved their other senses to supernatural levels to compensate.
  • Perena: a Nedic race living in western Cyrod and parts of the southern Deathlands. They were enslaved by the Ayleids.
  • Reachmen: also known as the Reachfolk, Witchmen or Children-of-Druaga are a race of humans that inhabit the region known as the Reach - located between the Druidlands and Skyrim. They are considered far more savage than their other Nedic cousins due to their worship of the Great Spirits, a pantheon comprised mainly of Daedric Princes. Their patron diety is Hircine. They have intermingled with Orcs and Atmorans, adopting some of their gods and becoming racially distinct from the other Nedes. Fiercely independent, they have largely managed to remain outside the grasp of elven slavers.
  • Rontha: a Nedic race of nomads that roamed Skyrim. Whether they are related to the Men-of-Kreath or the Reachmen is unknown, as they share the Aedric worship of the former and the barbarity of the latter. In the year 1E 140, they migrated into the Rift after the Second Atmoran-Falmer War ended in the destruction of the elven kingdom.
  • Thousand-Strong: also known as the Sendori, are a Nedic race of mountain tribes that inhabit the region near the Ayleid city of Sendor. They were enslaved by the elves.
  • Yespest: also known as the Yerpest, are a Nedic race living in southern Black Marsh. They were enslaved by the Ayleids.

Physiology

The Nedes don't all possess the same physiology, due to them being a collection of different related races instead of a single homogeneous race like their northern Atmoran neighbors. Though many Nedic races share similar traits. Nedes have an average lifespan of 70 years. Though it depends on their lifestyle. Nedic slaves tend to have much shorter lives, generally not making it to middle age. Nedes that live in freedom and maintain good health can live for longer. Powerful Nedic mages can also enhance their lifespan with magic.

The Cyrodiilic and Deathlands Nedes have a distinct tanned skin, dark hair - usually tones of brown and black - and average from 1.63 to 1.96 meters tall for males and from 1.52 to 1.85 meters tall for females. Their eyes can be of various different colors, though usually brown tones ranging from amber to dark brown. The Men-of-Kreath were very similar in physiology to their southern neighbors.

The Black Marsh tribes of the Horwalli and Yerpest share a similar appearance, not having been changed too much by their hostile homeland. Though the same is not the case with the other two Nedic races that live in the swampy province. The Kothringi Nedes have a distinct metallic-like skin, usually of silver tones, which is rougher than normal human skin. Other than their skin, however, they look much like the other Nedes. The Orma Nedes, at a glance, may look very similar to the other Nedes save for a single major difference: they lack eyes. They possess no eyes whatsoever, where they should be in their faces is replaced with plain skin. Due to their lack of eyesight, the Orma have extremely acute other senses, allowing them to function as if they were able to see. Other than this glaring difference, the Orma look like the Horwalli and Yerpest Nedes.

The Nedes of the Druidlands are fairer of skin and hair than the other Nedes, sometimes being as pale as Atmorans and commonly having lighter colored hair, notably tones of red. Their eyes are also more commonly green and blue, which is rare in other Nedic races. They were also of a smaller stature than the other Nedes, averaging from 1.55 to 1.80 meters tall for males and from 1.50 to 1.75 meters tall for females. Due to mixing with the Aldmer population, the Druidmen developed sharper features, most glaring in the shapes of their ears which became pointed like the elves'. With this elven blood, these Nedes naturally developed more attunement with magic. So different did they become that they became a half-breed race known as the Manmeri or Beratu.

The Nedes of the Reach were of similar stock to the Druidmen, sharing their fair features. Like their neighbors in the Druidlands, the Reachmen mixed with other races. Though instead of mixing with the Aldmer, they more commonly bred with the Orcs that they shared the mountains with and the Atmorans who migrated into the lands surrounding the Reach. Instead of making them more magically inclined, this led to them developing sturdier and stronger bodies. Their height averaging from 1.60 to 1.85 meters tall for males and from 1.55 to 1.80 meters tall for females.

Stats

Main Attributes

  • Endurance (Reachmen)
  • Intelligence (Druidics)
  • Personality (Cyrodiilics)
  • Willpower (Beratu & Reachmen)

Main Skills

  • Alchemy
  • Alteration
  • Block
  • Conjuration
  • Destruction
  • Enchanting
  • Heavy Armor
  • Illusion
  • One-Handed
  • Restoration
  • Speech

Racial Abilities

  • Dragonskin (Druidmen): Shield 50% for 60 seconds on self, once per day
  • Enhanced Magicka (Beratu): Fortify Magicka 50 points on self, constant
  • Hedge-Magic (Reachmen): Reachmen are able to poison and corrupt nature, being able to use restoration magic to damage instead of heal.
  • Kothri Subtlety (Kothringi): Kothringi are able to cast spells so subtly that even experienced mages are not able to detect their spellcrafts.
  • Magic Resistance (Beratu): Resist Magic 50% on self, constant
  • Nirnblooded (Keptu): With the Bloodroot Forge, the Keptu are able to create Nirnblooded creatures to serve them. Infused with nirncrux, the creatures are powerful minions that the Nedes can summon.
  • Shared Ancestry (Beratu): Invoke your Aldmeri-Nedic heritage to gain the racial power of a living human or elven target for 300 seconds, once a day
  • Spell Mantle (Beratu): Magic resistance increased by 15%. You also gain 25% spell absorption when Magicka is 25% or less
  • Star of the West (Cyrodiilics): Absorb Fatigue 100 points on Touch, once per day
  • The Human Spirit: gain access to a third main attribute
  • Way of the Stones (Druidmen): Gain access to the blessings of two standing stones

Culture

In a broad sense, Nedic culture may appear quite homogeneous. The various Nedic races are all tribal peoples that range from a basic hunter-gatherer lifestyle to that of simple farmers. They live in close communities bound by faith and family. Their settlements never grow larger than villages of several hundreds. At a closer glance, the Nedic races are quite distinct, shaped by the homeland they inhabit.

Slavery became the fate of many of the Nedes and this forced them into servitude under the Ayleids, becoming the backbone of Ayleid society by providing all the labor that was required of them in farms, mills and mines. The various Cyrodiilic Nedes even began to adopt the Ayleid gods, worshiping some of the divine Ten Ancestors of their masters -  the Aedra. The Heartlander Nedes, having been raised in servitude within Ayleid cities, became quite well civilized. Many of them learning the speak the Ayleid language and working within Ayleid households and businesses. Families for the enslaved Nedes was less important than others, due to their masters often being the ones who chose who their slaves mated with in order to obtain the best offspring.

The Duraki Nedes are one of the few to remain independent from the elves. In their home of northern Craglorn they were able to withstand the Ayleid advance, though their southern lands were taken and enslaved. Northern Craglorn began a bastion for Nedic resistance against the Ayleids. They credited the survival of their hold of Skyreach to a Star-made hero who became its first King and made the Duraki fierce warriors. Similar to the Reachmen, they are aggressive in their defense of their home and often launch raids into the elven lands. Due to not having been assimilated by the Ayleids, they maintain a unique culture and religion worshiping the stars rather than the Aedric gods.

The Druidic Nedes also changed much from their servitude under the Direnni Aldmer. While a highly nature focused people, being deeply devoted to druidic beliefs, they would slowly adopted the elven customs and way of life. Unlike other Aldmer, the Direnni were very family oriented and that resulted in their Nedic subjects deepening their bonds of family and blood with one another. They were civilized under the Direnni, becoming merchants and artisans like the Heartlander Nedes of Cyrod. Though unlike the Heartlanders, the Beratu Nedes had more freedom in their profession and lifestyle. So long as they continued to pay taxes to their elven overlords. By the 1st Era there was a split between those that assimilated into Aldmer society or tolerated it by adapting their beliefs to it, and those who opposed any compromise with the elves. The latter group formed into various sisterhoods known as covens and became collectively referred to as the Wyrd Witches. These Wyrd Witches maintained the most primitive and tribal customs of their people in their secluded villages in the wilds. The Druids of Old maintained their faith but tolerated the Aldmeri beliefs, allowing for the association and conflation of their gods with those of the elves. While the Beratu chose the elven faith and only kept some of their original beliefs so long as they did not conflict with their new gods.

The Keptu had a similar tribal culture to their northern Reachmen natives and similarly worshiped a mix of Aedric and Daedric gods. Unlike the Reachmen, however, the Keptu were known for their metalworking. While they commonly crafted metal armors and weapons, they still adorned their gear with tribalistic elements like antlers on helmets and armor featuring glyphs and amulets inscribed with tribal markings.

The Kothringi Nedes develop a unique culture. Due to the swamplands that they called home, they learned to navigate the waters and even sail out at sea. The sailor culture of the Kothringi drove them to develop trade with as far away places as Valenwood and Skyrim. Their culture valued labor and hard work. Though the Kothringi also had to develop into capable warriors, for they had to fight off the Ayleids, Chimer and the Argonians. They generally preferred to go naked, although a few wore clothes when outside their native land. Some considered the Kothringi peerless crafters, despite their distaste for clothing. They might've been capable of difficult crafting feats such as weaving strands of metal into cord in order to create stronger nautical rope. Kothringi spellcraft is considered unusual to the point that an experienced mage may miss its presence. Some Kothringi magic would possibly heighten the target's senses or reflexes. Music was very important in Kothringi society. They were known to make instruments out of a variety of different materials, such as turning hollow logs into wamasu-sized drums, plucking sinew from cliffstriders to make low humming bow harps and most notable of all, their chimes known to be the Kothringi's most loved instruments. The Kothringi buried their dead in cairns, often adorning these burial sites with glass beads. Some glass beads were also worn, serving as wearable instruments.

The Reachmen are considered some of the most savage of the Nedes. They hold deeply to their tribal roots, living in scores of fractured clans, each with their own traditions and character. There is no uniform tradition among the clans, though many of them share deities and practices. Some clans are nomadic, while others settle in one place and build small villages. Clans are fluid, formed either through bonds of blood or driven by common purpose, breaking up and reforming over the course of history. Clan allegiance is shown through body markings and ritualistic tattoos. The clans are led by chieftains, speakers, elders or hagravens. The clans are many and don't agree on everything, thus it is impossible to unify the clans beneath a single power. They live in harsh mountains so their lifestyle is exclusively hunter-gatherer. What they don't obtain from hunting they obtain from raiding Orc strongholds, Atmorans settlements or Dwarven outposts. Many clans try to live in relative peace, though some are overtly hostile towards outsiders. Reachfolk do not condone stealing from other Reachmen, and theft is very rare occurrence unless the clans are feuding. On rare occasions where theft does occur, the common punishment is hand amputation. Generally speaking, the Reachmen have little technology, but some clans possess advanced alchemy. Most clans utilize hides, bones, leathers and wools to make gear, while others use properly forged weapons, armor and tools from copper or silver and even jewelry from malachite. The Reachfolk value hard work and struggle. They hold people who regularly work with their hands or perform manual labor in high regard, and respect them more outwardly than some other cultures do. They understand that hardship is inevitable, but instead of bemoaning their sorrows, embrace the pain as wisdom. The Reachmen possess poweful dark nature magics known as "Reach-Magic" which is conjured through ritual sacrifices to Hircine, Molag Bal, Malacath, or through Hagravens and their connection to Nocturnal.

Languages

The Nedes speak a variety of different languages. These languages are often not mutually intelligible, making it difficult for the Nedic races to communicate with each other. The most widespread of these are:

  • Cyrodiilic: Language of many of the Cyrodiilic Nedes. There are two main dialects, Highlands Cyrodiilic spoken by the western and northern tribes and Lowlands Cyrodiilic spoken by the tribes in the Niben River Valley.
  • Durakian: Language of the Duraki Nedes of Craglorn.
  • Druidic: Language of the Druidmen, spoken by them and their descendants the Beratu.
  • Keptic: Language of the Keptu tribes. A purely oral language, but can be transcribed into magic glyphs.
  • Kothri: Language of the Kothringi Nedes. The other Black Marsh Nedes speak dialects of Kothri.
  • Kreath-tongue: Language of the Men-of-Kreath tribes. It shares a recent common ancestor to the Reach-tongue.
  • Reach-tongue: Language of the Reachmen. Shares similarities with Druidic and the Kreath-tongue, having had a common ancestor. It possesses its own script form, but can also be transcribed into Daedric script.
  • Ronthic: The Rontha tribes dialect, shares many commonalities with the Kreath-tongue, though has been heavily influenced by Atmoramal.

Religion

The religious beliefs of the Nedes are as varied as their cultures. The Cyrodiilic and Druidic Nedes adopted the worship of the Aedric beings from their elven masters. They began to worshiped gods like: Auri-El, Jephre, Magnus, Mara, Lorkhan, Phynaster, Stendarr and Xen. Though to some Nedes these gods bore different names. To some: Auri-El was Akatosh, Jephre was Jeh Free, Mara was Mai of Ma-Tylda, Lorkhan was Shezzar or Sheor, Phynaster was Phen, Stendarr was Shandar, and Xen was Zenithar or Z'en.

The Kothringi Nedes worshiped the gods Dibe, Mara, Kin and Z'en. Their version of the Aedric beings Dibella, Mara, Kyne and Zenithar. Initially they worshiped only the three goddesses as the "Mothers of the Around-Us", but sailors brought over the worship of Z'en from Valenwood during the early 1st Era.

The Rontha tribe of Skyrim worship the Aedric spirits as well, but adopted the Atmoran versions of the gods due to their strong intermingling with the northern people throughout the Late Merethic and 1st Era.

The Keptu of the Deathlands worshiped a collection of gods called the Four Parents: the Dragon of Time, the Mother Serpent, the Fat Mother and the Ox. They also were known to worship Hircine.

Druidism

The original faith of the Druidic Nedes revolved around one leading a life connecting with and valuing the natural world. The Druids are led by a Druid King or a Druid Queen, which can also take the title of Archdruid. The first of these was the Druid Queen Galen who is the earliest known leader of the Druidmen in their legends and thus they refer to themselves as Druids of Galen or as her descendants.

The main Druidic gods, known as the True Way, are:

  • Dugrod the Elk of Arrows: Spirit of the Hunt. He represents the importance in nature of life and death between hunter and prey. He is known to take both the form of man and beast and some seek him out for such gifts.
  • Galen: Spirit of the True Way. Known as the Mother of Druids. She is a spirit said to have visited the earliest Druidic settlement and taught them the True Way. She shares her name with the first Druid Queen. In some legends the Druid Queen Galen and the Spirit Galen are one and the same, in others they are seperate beings with the Druid Queen being the spirit's first and most loyal follower.
  • Jeh Free: God of the Forest. Known as the Green-King and the Slumbering Father of Nirn. It is he who created the natural world and the laws of nature. Thus he is considered the king of nature and the gods. He is a slumbering god, having become silent after creating the world, but Galen helped to relay his will so his followers may follow the True Way. He presides over the forests and all greenery of the land and it is said that the Faries are his children.
  • Jhim Sei: Goddess of Song and Memory. Known as the Star-Eye. Twin Sister of Jeh Free, or considered by some as the female aspect of Jeh Free. She is associated with the Ritual constellation. She presides over fresh water sources like rivers, lakes, ponds, and it is said that Nereids are her children.
  • Una the Green Elk: Spirit of Animals. She is said to be the mother of all animals and preaches respect to her children. She is associated with the Mage constellation. In some legends she is said to be the mother or mentor of Jhim Sei.

Besides these gods there were various Ehlnofey spirits that the Druids worshiped known only by the aspect of nature that they represented. Among them were the Spirit of Air, Spirit of Root, Spirit of Stone.

The various druidic circles across the nedic lands also worship different minor gods. Some of these gods were adopted from other cultures that the Druids interacted with, like the Reachmen or the Aldmer.

  • Druagaa: Goddess of Flowers. She is a goddess of fertility and represents the beginning of new life, thus she is often associated with the Spring.
  • Q'Olwen: God of Learning. He is seen as one of the minor deities, but nevertheless plays an important role. He is a part of the cycle of growth and represents the growth of the mind, the pursuit of lore and knowledge. He is associated with Autumn.
  • Ma-Tylda: Goddess of Marriage. Druidic representation of Mara. Entered their faith through the Reachmen traditions, who in turn obtained her worship from the Atmorans.
  • Notorgo: The Messenger God, widely worshiped as the patron to travelers. He is often associated with the Steed constelation.
  • Phen: Hero-God of Elves. The Druidic appropriation by the Aldmer's hero-god Phynaster.
  • Raen: God of Agriculture, said to have taught the Druids the craft of agriculture before the arrival of the elves. While some consider him opposed to the natural order, he embodies controlled growth and thus strikes a balance between the Evergrowth and Allwither. He is often associated with the Summer.
  • Reymon: God of War. Known as the Rose-Knight. While he represents violence, he does not condone senseless violence. According to legend, he appears on the field of battle to reconcile opposing sides and prevent bloodshed. Though his teachings profess peace, they tell not to shy away from battle if necessary. Emblazoned on his shield is the symbol of a red rose, a flower known for blooming on battlefields where he appears. He is associated with the Warrior constellation.
  • Sai: God of Luck. Also known as Lucky. He was once mortal, but even back then had been able to give others luck. It was said that he was a warrior that died in his first battle, but was deified by Reymon so that he could continue to spread luck. His role in the natural cycle is that of rebirth after death.
  • Tear and Sorrow: Gods of the Moons, they represent Masser and Secunda respectively. They were once mortal lovers who died in tragedy and were made into the moons by the mercy of the gods. Their role is illuminating the night to keep away the evils that lurk in the darkness. They were later conflated with the Aedra Mara and Shandar and became known as Mara's Tear and Shandar's Sorrow.
  • Sethiete: God of Unknown. Also known as Seth. He is the most mysterious of the gods as his cults keep his myths and traditions secret form outsiders. He is often parred with the Dark or the Allwither, so is considered to be a god of death. He is associated with Winter.
  • Virgyl: God of the Sea. Also known as Vir Gil. Patron to sailors. Widely worshiped around the Iliac Bay and by coastal settlements throughout the Druidic peninsula. People pray to Vigryl to bring them better weather conditions.

The Druids believe in two main opposing forces the Evergrowth and the Allwither, more colloquially referred to as the Light and the Dark. It is said that these forces predate the gods. They are antithetical to each other, but do not fit the mortal definition of good and evil. The Aedra and Daedra are pale reflections of the eternal conflict between the Evergrowth and the Allwither. Their struggle creates energies that distort their surroundings, and those energies are so powerful that life can appear. The Light and the Dark are evenly matched, and will never resolve their conflict. The undead and the Daedra tend to align with the Dark, as their natures are more akin to it. The Faerie, the Aedra and the creatures of Mundus are more aligned with the Light. Magic is believed to come directly from the energies swirling about both entities: the energies are impersonal intermingled. The Dark is described as an emptiness that draws the soul in to be twisted and destroyed and thus is known as the Allwither. The Light is an endlessness, it pushes the being to expand and grow and thus is known as the Evergrowth. Because the two forces are eternally interlinked, the Druids believe that maintaining a balance between the two is the way to maintain the natural order. The Aldmer conflated this Druidic belief in the Light and Dark as that of Anu and Padomay or Anuiel and Sithis, opposing celestial forces in their mythos.

Ever since the Aldmer began to assimilate the Druidmen into their culture, there were those that opposed them. Various sisterhoods of Druidfolk began appearing that rejected any elven influence in their religion and isolated themselves in the wilds to live in tune with nature. They became known as the Wyrd Witches. They veneration and protect nature and its inhabitants. They believe it is their duty to maintain the natural order of the wilds and preserve them from the effects of mortals. Their faith kept much of the original Druidic worship namely in their dedication of Jeh Free, but some covens began to worship the Ehlnofey and various Faerie clans of the wilds whom they called Guardians or took to worshiping the Wyrd Trees themselves. Some covens were drawn to the worship of the Daedra and began to worship Hircine, Mehrunes Dagon, Molag Bal and Namira.

The Men-of-Kreath shared some of their gods, like Sai and Reymon, but also adopted the Atmoran pantheon after they began to integrate into their society in the 1st Era. Krethians believe that Sai still lives among them and grants luck to the land he inhabits. They attribute the success of the Falmer War to Sai having married an Atmoran woman named Josea.

Cult of the Stars

The Duraki tribe of Craglorn followed a faith called the Cult of the Stars. It was the worship of the stars and constellations themselves, calling these beings the Celestials. The Duraki Nedes modeled their various items after the constellations, including fetishes, figurines, weapons and armor. Each part of their armaments were crafted in honor of different constellation. It was also the case with ornate clothing. The gemstones referenced the Warrior and the Thief, while the elegant draping of fabric paid homage to the Mage.

The Men-of-Ge from southern Cyrod worshiped the Sun God Magnus as their chief diety and his various children, the Magna-Ge Star Gods. Their beliefs were tied to their very identity as they were named after the Magna-Ge, considering themselves to also be created by the stars.

The Perena tribe also revere the stars, with one of their main cults being that of the Eternal Watchers.

Reach Faith

The Reachmen worship a pantheon that they call the Great Spirits. They also believe that existence of only two realms: the realm of flesh (Mundus) and the realm of spirits (Oblivion/Aetherius). The Great Spirits are a collection of deities made up of both Aedra and Daedric Princes, as well as Celestials that represent the constellations, which the Reachfolk call Sky Tales. Over the years their pantheon grew as they mingled with the Orcs and Atmorans and imported some of their gods into the Great Spirits. The Great Spirits are:

  • Diabela: Passion Dancer. She is the spirit of beauty and of the day. Considered the opposite of Ochtuall. Originally a concubine of Lorkh, but after his death became a concubine of Hirescenn. Absorbed from the Atmoran faith, their version of Dibella.
  • Druagaa: Mother of the Reach, spirit of fertility. Said to have given the Druadach Mountains to the Reachmen.
  • Hirescenn: The Hunt-Father. He is chief among the Great Spirits and thus recognized as Lord of the Arena. He is known by many names: the Hunt-King, the Beast Father, Old Elk-Eye, the Skinshaper, the Spear with Five Points, the Horned Lord, the Horned Huntsman, the Wolf-Charmer, the Stag Prince, the Master of the Chase, and the Huntsman of the Princes. He become the sovereign of the realm of flesh after its creation by Lorkh's sacrifice. Reachman version of Hircine. He has many aspects, each of which is revered in their own right:
    • Alrabeg the Hunter: Aspect of Guile. The human aspect of Hircine. Worshippers invoke Alrabeg's name when praying for a bountiful hunt.
    • Gulibeg the Quick Fox: Aspect of Cunning. He is depicted as a trickster. He is seen as the shadow of Lorkh that survived within Hirescenn. He rewards those that are clever by teaching them tricks and secrets. He is associated with the Atmoran God Shor.
    • Hrokkibeg the Mighty Bear: Aspect of Strength. He comes to Nirn seeking solitude, peace from labors, and renewal of the Burning Spirit Within. He may bless those that make offerings of mead with the power of the Bear-Heart. He protects the Sun.
    • Storihbeg the Manbeast: Aspect of Speed. Known by many names: Skinchanger, King of Wolves, Wolf that Carved the Sky, Wolf with the Daedric Howl. He is the aspect of Hirescenn that introduced the gift of skinshifting to mortals to remind them that they are predators, not prey.
    • Uricanbeg the Great Dark Stag: Aspect of Mortality. He culls the herd of the weak and comes to mate with hinds and mortal women. He drum the Blood Summons to lead those into the Hunting Grounds where they meet their end.
  • Merrun Daig: The Brush-Fire, Lord of Ambition and Lord of Destruction. The spirit of fighting against tradition, revolting against leadership and destroying 'civilization'. Reachmen version of Mehrunes Dagon.
  • Lorkh: The Spirit of Man. He is the spirit that sacrified himself to create the Realm of Flesh. He is well revered, but his name is never spoken in prayers. Reachmen version of Lorkhan.
  • Mai: Mother Mild, spirit of marriage and concubine of Lorkh. Absorbed from the Atmoran faith, their version of Mara.
  • Malauch: The Lord of Bone and Ash. Originally absorbed from the Orcish faith after intermingling between both cultures, the Reachmen came to believe that they are Malauch's true chosen people and that he created Orcs, Ogres, and Trolls to test them. Reachmen version of Malacath.
  • Manus: Father of the Stars and Spirit of Magic. He is represented by the Sun. Reachman version of Magnus.
  • Mor Gabal: Father of Torment. The spirit of torment and trouble, he teaches Reachmen to endure their struggles. The Reachfolk see him as one who enjoys playing tricks and setting traps to ensnare or test mortals. Reachman version of Molag Bal.
  • Nemiraes: The Black Fly. She is the Spirit Queen and Goddess of Death. The spirit of darkness and endings, but also a spirit of rebirth. She is considered to be a powerful force in the natural world and the sovern of the realm of the spirits. Upon death, Namira acts as a psychopomp for Reachmen souls that gives and takes lives, until their spirits are enlightened. She is the other half of the primal dualism between her and Hirescenn. Some tribes call her the Children's God because she is the mistress of small pests. Reachman version of Namira.
  • Nochtuar: Mistress of Shadows. She is ever watchful, watching since the beginning. She is the spirit of the night. The Reachmen give her offerings in the hope that she'll send her crows to watch over them. Reachman version of Nocturnal.
  • Reaitte: Master of Tasks and Lord of Order. Maintaining a balance as a force of nature. His blights lead to survivors being healthier. This keeps the dangers of overpopulation in check, and allows a new generation building immunities. Associated with the elven Auri-El and the Atmoran Alduin. Reachman version of Peryite.
  • The Sky Tales: The spirits of the Stars who foretell the future and hide truths in their light. The three main Sky Tales are known as the Reach Guardians or Guardians in the Sky and they are: The Witch, the Hunter and the Headsman.
    • The Witch in the Stars, known simply as the Witch, shines her light on covens that protect the Reach from outsiders and others who mean to do Reachfolk harm. Her good eye sees through everything, be it rock, water or flesh to find the hard truths. Whenever she speaks, she never lies. The Reachman version of the Mage Celestial.
    • The Hunter is believed to be the wiliest of the sky tales. She is as clever as an old fox and as swift as a young one. One of her duties is to observe the Snake in the Stars movements. She always finds it no matter where it slithers. The Hunter taught Reachfolk how to keep their feet quiet and their kills as silent as the night. The Reachman version of the Thief Celestial.
    • The Headsman is typically depicted carrying the axe. He stands for swift ends and payment in kind. He delivers justice and punishment in equal measure. The Reachman version of the Warrior Celestial.
    • The Snake in the Stars, known simply as the Snake, and also as the Enemy and the Corrupter. The Snake is the enemy of the Reach Guardians. Reachfolk believe that if permitted, Snake would consume all the Lesser Stars without hesitation. The Reachman version of the Serpent Celestial.

Notable Nedes

Naming Conventions

  • The Nedic races all have varying naming conventions. Still, generic Nedic names can be found with the Nede Name Generator.
    • Cyrodiilic Nedic tribes usually have Roman, Latin or Etruscan names. The Keptu tribes of Cyrodiil usually have latinized greek names.
    • Northern Nedic tribes usually have Celtic names. Reachmen names are more Irish, with some differences: Forsworn. Druidic names are more Gaulic or Welsh with the civilized Beratu having Brittonic names. Druids do not use surnames and instead use patronymics like "ap Dugal", which means "Son of Dugal". Men-of-Kreath have more Pictish or Scottish names. Rontha names have much more Atmoran influence, being closer to Faroese.
    • Black Marsh Nedic tribes usually have more Phoenician and Old Hebrew sounding names. The Kothringi have more arabic influence: Kothringi.
    • Deathland Nedes have hellenic names. Keptu Nedes usually have Ancient Greek and Hellenic names. Duraki Nedes usually have more Suebi or Gothic sounding names, though usually shorter names.
  • Here is a list of several of those cultural names and their meanings.
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