The Ahemmusa Tribe is one of the four native Ashlander tribes of Vvardenfell. Living in their current settlement in the northeastern corner of the island, the Ahemmusa have been gravely affected by the Blight disease, ash storms and the recent activity of Red Mountain. The peaceful Ahemmusa suffer from attacks of corprus creatures and other animals that have gone mad due to the blight storms.
The Ahemmusa have little in the way of gold, subsisting mostly by barter. The tribe is currently under stress due to a scarcity of food. Hunting and herding have become arduous because of attacks by maddened creatures, dying plants, and sick animals. Many members of the tribe have died, including the Ashkhan, who left no clear successor.
In the absence of a true Ashkhan, they are led by one of their wise women, Sinnammu Mirpal, whose primary concern is the safety and health of the tribe. To this end, she has been looking for a safe destination for migration, following the nomadic nature of native Vvardenfell people. The tribe has another wise woman, Urshamusa Rapli, and Mamaea is their healer.
The Akatosh Chantry is devoted to the worship of Akatosh, the Great Dragon. They believe Akatosh is the most constant of gods, for his sphere is time itself. Donations to the Chantry result in a blessing from Akatosh. The priests and priestess in the Chantry have a variety of other skills and services available for members. One has to be judged worthy by the Chantry before he is sheltered under the Great Wings of Akatosh. Their military arm is the Order of the Hour.
The Alessian Order was a hugely influential religious sect in the First Era which preached strict monotheism. The Order arose in the coastal jungle of what is now Colovia, where a prophet named Marukh, who had spoken to the "Enlightened One" Saint Alessia, began to question the validity of elven rule. These sentiments led to increasingly abstract and unknowable depictions of a one true God, though they tolerated the worship of polytheistic pantheons as well. The divine aspects worshipped by the various humans and Aldmeri became many of the saints and spirits of the evolving Alessian canon. In some places, they replaced the existing belief system with something more mutable, as in eastern Cyrodiil, where the traditional Nordic version of the Eight Divines was purportedly replaced by a "baroque" veneration of ancestor spirits and god-animals. They first gained footing in the lower classes of the Nibenese, and in 1E 361, the inexplicably charismatic Order became the far-reaching and powerful theocracy of the Alessian Empire, enforcing their doctrines throughout it, and their influence on Tamriel has been immense ever since. At its peak, the influence of the arch-prelate of the Order was nearly equal to that of the Emperor himself. Eventually, however, the Order collapsed as a result of the War of Righteousness in 1E 2321.
The Order was very austere and severe, and life under their rule is remembered for its cruelty and lack of entertainment. Heartlanders of Cyrodiil remember their rule as a dark age. A sect of the Order, the Marukhati Selective, is said to have caused a Dragon Break spanning one thousand and eight years by attempting to exorcise elements of elven Auri-El from Imperial Akatosh. It's worth noting that one school of thought dismisses the whole idea of the "Middle Dawn" as scholarly error, and asserts that the Alessian Order only lasted about one hundred fifty years.
The All Flags Navy (or All-Flags Navy) was Tamriel's instrument of vengeance against the Sload of Thras, who were held responsible for releasing the Thrassian Plague in 1E 2200 which claimed more than half the continent's population. The All Flags Navy was formed under Baron-Admiral Bendu Olo, the Colovian King of Anvil, to deal justice upon them. The Navy was composed of ships and sailors from the Redguards, Bretons, Colovians, elves, and Argonians. It was the largest allied naval force in Tamrielic history. Sometime around 1E 2260, they sailed to Thras, slaughtered all the Sload they could find, and used unknown magic to sink their kingdom into the sea (though Thras would rise again later).
O An-Xileel são um partido político em Pântano Negro formado em algum momento durante a Crise do Oblivion, consistindo primariamente, se não inteiramente, de Argonianos. Eles apoiaram a independência de Pântano Negro do Império além de ser dito que o partido fez propaganda anti-Imperial, capturando prisioneiros de guerra. Muitos Argonianos se agarram à crença de que o An-Xileel foi a única razão de Mehrunes Dagon ter falhado em sua tentativa de conquista de Pântano Negro durante a Crise do Oblivion.
The Ancients are the ancestors of the Altmer of Auridon, the second largest island in the Summerset Isles archipelago. They are responsible for the various limestone ruins that dot the island. Conflicting sources describe them as Aldmer, Altmer, and Ayleid, although the latter is doubtful as the Altmer claim to be the direct, pure-blooded descendants of the ancient Aldmer.
One argument for the Ayleidic origin theory is the similarity between the architecture of the ruins on Auridon and the Ayleid ruins of mainland Tamriel. The Ancients were also known to make use of Welkynd Stones. However, it is claimed that Altmer architecture is cleaner and more direct, with less baroque ornamentation than that of the Ayleids. The ruin of Ezduiin is thought to have been built by ancient Altmer, although some Mages Guild researchers argue that it is Ayleid. The Ayleids were well-known for their preservation of Dawn Era magic such as Welkynd Stones,, which could also explain the similarities.
In his book Auridon Explored, Fenlil the Wayfarer asserts that the Altmer of Summerset are in fact the descendants of exiled Ayleids, who fled to Valenwood following the Alessian Slave Rebellion and first landed on the northern tip of Auridon. However, he also claims that the Buraniim sea-complex, which once connected Buraniim Isle and Errinorne Isle, was built by the Aldmer.
The ruins of Torinaan are named after High Lord Torinaan, an early Aldmer settler from Aldmeris. Other ruins on the island include Tanzelwil, Quendeluun, the Eye of the Ancients, and Castle Rilis. Both Tanzelwil and Castle Rilis serve as mausoleums for modern Altmer. The Ayleid theory is also discredited by the belief that the Ayleids never fled to Summerset.
It has been claimed that the appearance of Malondo Stones and Culanda Stones, modern inventions of the Altmer,, are evidence that the ruins built by the Ancients are most definitely Aldmer in origin, rather than Ayleid.
Apostles of Light
The Apostles of Light were an order of Heretics in the Shivering Isles. They were led by Ciirta, a woman who had witnessed Sheogorath's disappearance during the Greymarch. Because of her belief that Sheogorath had abandoned his people to die, she founded a separatist faction of those who have lost their loyalty to Sheogorath. They call themselves the "seekers of light", and, as a symbol of this, they use Illusion magic to emit light from their robes. Luminary Kaz was second-in-command of the order. The Apostles were based in the Howling Halls, where they planned to one day storm Sheogorath's palace and overthrow the Prince.
The Ash'abah are an ancient and secretive tribe of Redguards who inhabit the northern wastes of Hammerfell, roaming the Alik'r Desert. They are shunned by Redguard society due to their "unclean" interactions with the risen dead, as they disregard religious taboos and destroy the undead, slaying with great skill what might be honored ancestors returned. Against the widespread distrust of magic, the Ash'abah perform rituals of purification for mausoleums and other places where vengeful spirits might arise, including an annual ceremony at Tu’whacca’s Throne meant to ensure the rest of the ranks of Redguard royalty. This activity is regarded as blasphemous, but tolerated due to the necessity of its performance. Thus, despite being pariahs, the tribe managed to survive into the Second Era (some Crowns of the time attributed their remarkable hardiness to secret support from some Forebears). They are said to continue the work first started by the three great Ansei who formed the Ansei Wards. Despite being exiled to the wastes, the Ash'abah were still taxed.
Os Grisermantes, também chamados Velothi em homenagem ao profeta Veloth, são nômades Dunmeri que tradicionalmente aclamam toda a região selvagem de Morrowind. Na Era Merética, Grisermantes e Dunmer eram muito parecidos e em pé de igualdade, mas desde o Primeiro Conselho e a ascensão das Grandes Casas, eles foram forçados a viver nas terras mais pobres e hostis. Eles viajam juntos de seus rebanhos, acampando onde for mais adequado. Recursos adicionais adquiridos pela tvida selvagem local são usados para fazer barracos, armaduras, vestuário e itens domiciliares. Cultura Grisermante é o resto da adoração ancestral da cultura tribal que os Dunmer "civilizados" deixaram para trás.
Diferente dos Dunmer assentados das Grandes Casas, eles não reconhecem o poder do Tribunal; em vez, eles acreditavam que o Tribunal traiu Lorde Nerevar na Batalha da Montanha Vermelha, e que eram mantidos vivos por meios mágicos que não eram necromancia. O desaparecimento do Tribunal e o desastroso Ano Vermelho de 4E 5 eventualmente levou outros Dunmer a abandonar a adoração ao Tribunal e a apreciar os Grisermantes por preservar sua tradição.
De acordo com contagens do fim da Terceira Era, antes da sua reivindicação aos olhos dos Dunmer civilizados, os Grisermantes eram muito xenofóbicos, evitando estrangeiros, e eram conhecidos por serem agressivos a forasteiros. No entanto, se um estrangeiro faz um bom ato a um clã Grisermante, ele pode ser considerado Amigo-do-clã, e então adotado à tribo.
The Ashlanders of Vvardenfell are divided into four clans: the Ahemmusa tribe of the Azura's Coast region, the Erabenimsun tribe of the Molag Amur region, the Urshilaku tribe of the Ashlands and West Gash regions (strong believers in the Nerevarine Cult), and the Zainab tribe of the Grazelands region. They are often at odds with each other. There are also tribes living on the mainland, such as the Kagesh and Ulath of Stonefalls, the Vereansu of Deshaan, and the Mabrigash of the Vale of the Ghost Snake. Each clan is traditionally led by an Ashkhan, whereas the spiritual leadership lies with the Wise Woman. The secrets of the Wise Women are passed from one generation onto the other. Several prophecies, in the form of verses such as the Stranger, have survived throughout the years. Many others are believed to have been distorted or lost, but, as rumor will have it, the Dissident Priests may have recorded them and thus preserved them for posterity. The Wise Women of the Ashlander clans interpret dreams as prophecies, another major difference with the Tribunal Temple. All Ashlanders in a tribe, young and small, are born into the Ancestor cult of their clan; the Nerevarine Cult is a different, small cult with the Ashlander tradition.
If an Ashlander commits a crime against another member of a clan, he will be cast out of the clan. These outcasts have small camps in isolated areas; they often either become laborers in the mines or resort to banditry. Ashlanders in general are very proud, and they do not like to admit to things that shame them, especially the men; it is suspected that these tendencies may have contributed to their reputation amongst other Dunmer for being untrustworthy liars. Their internal culture is very polite, but they hate foreigners and have been known to be aggressive towards them (even though one of their own forgotten prophecies claimed the Nerevarine would be a foreigner).
Ashlanders think it shameful to attack unarmed persons, but they will kill without hesitation an armed person who offends them or their clan laws. Those who do not know their customs risk offending them just by speaking. Challenges for sport can be declined without shame, but not challenges for honor. Honor challenges come from perceived offenses or arise from customary formal challenges of status or ritual. Ashlanders may challenge a stranger who enters a yurt without invitation; customs differ with different tribes, but polite visitors who leave when requested may be forgiven. Gift-giving is particularly important in their culture. Among Ashlanders, a gift is a token of courtesy among strangers, and affection among friends. A thoughtful gift signals the giver is cautious, considerate, and aware of the receiver's wants and needs.
For more information, see the Lore article.