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The Beginning

Credits and Rights
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This board has everything you need to know about the Rules and Races of Skyrim. Make sure to read all the information, because you will need it later on.
Radilu Avatar
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Announcements and activity checks will be posted here. No worries! We'll PM you to check the announcements when we post 'em.
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Sometimes, it's best to kick off those boots and relax. Post anything OOC here.
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Guest friendly - let me, help you, help me, help you.
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Who Are You?

Silbi / Kynareth - Aedra (WIP)
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Where all character and guild applications go.
Silbi Blackthorn Avatar
Mavimiir Velendas - Dunmer
Night Mother Avatar
If your application is put here, congrats! You're accepted! Now, it's time to rp!
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Night Mother's Infinite Characters and Plots
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Plots, plots, plots. There is never such a thing as not enough plots. Keep track and open your characters and guilds up for plotting here!
Night Mother Avatar
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Travelling can take a toll on your family's lives, if you have family. This is a boards where you can write to them or in a journal about anything. Post anything IC here in a journal format!
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All of Skyrim

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Located along the Eastern Border of Morrowind, Eastmarch is one of the Oldest Skyrim Holds. Central and South Eastmarch is a volcanically active area, plains with steaming gas leaking in between cracks in the ground, colorful, mineral filled bodies of water, and geysers.The far west of the hold resembles much of the rest of central Skyrim, and to the north a mountainous tundra, where the hold's capital Windhelm lies.
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It is the second southernmost hold in Skyrim, after the Rift. It borders Cyrodiil to the south and Hammerfell to the west, with a single road leading to both provinces. Other than its capital, Falkreath, the other notable town in the hold is Helgen. Falkreath Hold is covered in characteristic pine forests and described by its citizens as being covered in a fine mist that makes it seem seasonless. The mountains rising above Falkreath are well above the snow line striking a stark comparison to the rest of the hold.
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Solitude is the jewel of Imperial Skyrim. Ruled by Jarl Elisif the Fair, widow of the late High King, it is home to the headquarters of both the Legion and the Thalmor. Part of the reason for this is the emeinently defensible nature of Solitude itself. Set upon a great stone arch that towers above the mouth of the Karth River, and surrounded by the soaring peaks of the Haafingar Mountains, Solitude is both a reinforced and breathtaking stronghold.
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Hjaalmarch is one of the nine Holds of Skyrim. Its capital is Morthal. It is one of the smallest Holds. The Hjaal River runs through a large portion of this Hold. Hjaalmarch is located in northern Skyrim, at the mouth of the Karth River. Morthal lies near the center of the hold. The hold borders Haafingar, separated by the Karth River to the northwest, The Reach to the west, Whiterun to the south and The Pale to the east. Much of the terrain is covered by wetlands, marshes, and swamps, which are infested with vampires.
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Mother Knows Best (Open)
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The Pale is located in the central northern area of Skyrim and extending to the northern coast where Dawnstar is situated. The hold borders Hjaalmarch to the west, Whiterun to the south, and Winterhold and Eastmarch to the east. Most of the region is treacherously cold, pine forests stand straight facing the harsh winds whipping down the mountians. Only the southernmost part of the hold towards Whiterun becomes grassy plains.
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The Reach's capital is the ancient Dwemer city of Markarth, where the Empire-aligned Jarl Igmund resides and holds court in Understone Keep. The Reach is infamous for harboring the Forsworn, Reachmen who are fighting a long war of independence and seek to retake Markarth from the Nords and free the hold from Imperial authority. The Forsworn are the Reach's most common enemies and dwell in the majority of its locations. With the constant threat of Forsworn attacks looming over Markarth and its surrounding settlements, the Reach is often considered the most dangerous hold of Skyrim, fit only for seasoned adventurers or hardened mercenaries.
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The Rift is located around the southeastern corner of Skyrim and borders Morrowind to the east and Cyrodiil to the south. The surrounding holds are Eastmarch to the north, Whiterun to the northwest and Falkreath to the west. Much of the Rift is composed of lush, autumn-colored valleys and rivers, surrounded by mountains to the south, east, and northeast. The Rift itself is located atop an immense vertical ridge that clearly separates it from Eastmarch, and the western mountain range south of Throat of the World goes along its border with Falkreath, making it one of the most isolated holds in Skyrim, even more so perhaps than Winterhold and The Reach.
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Winterhold is located on the north-east corner of Skyrim. It is a vastly cold region, most of the hold is covered in snowy tundra plains and high mountain ranges. Along the cost is a polar environment of glaciers and icebergs. The surrounding holds are Eastmarch, to the south, and The Pale, to the west. It is home to the The College of Winterhold.
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Whiterun Hold is the central hold of Skyrim. It is named for the capital city of the hold, Whiterun. The landscape is mostly boreal plains with vast, sparse tundra and flowing rivers; however its most striking landmark is the Throat of the World, the highest peak in Tamriel. It is said among Nords that this is where mankind was first given life. High Hrothgar is an ancient monastery resting atop the mountain where the Greybeards dwell. Jarl Balgruf the Greater Balgruuf the Greater is the Jarl of Whiterun, who can be found in Dragonsreach. Sparse plains extend from west of the river to the township of Rorikstead near the western border, which is situated on ideal farmland. Much of the area near the southern border and east of the river is mountainous. Whiterun appears to have stable security, but some residents complain that Whiterun's security is the worst in the province, calling it shameful.

Beyond Skyrim

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Solstheim is an island located north-east of Skyrim and north-west of Vvardenfell. Solstheim was politically a part of Skyrim until 4E 16, when the High King of Skyrim gave Solstheim to the province of Morrowind, due to the eruption of Red Mountain. The geography of the island in the Fourth Era bears similar traits to both Vvardenfell and Skyrim. The north is dominated by the arctic climate similar to that found in Winterhold Hold, while the south features the jagged landscape reminiscent of the Dunmer homeland. Solstheim is divided into the four regions: Felsaad Coast, Hirstaang Forest, Isinfier Plains and Moesring Mountains. There is a huge variety of wildlife on Solstheim, being both docile and hostile. Netches can be commonly found on the shores in the southern part of the island along with ash hoppers, burnt spriggans and ash spawns which can be found on the jagged landscape until it reaches the northern climate in the center of the island. A silt strider can also be found near Tel Mithryn, tamed by the dunmer Revus Sarvani. There is also the Felsaad tern which is a bird native to Solstheim and can be found especially in the Felsaad Coast. The High King of Skyrim gave Solstheim to the Dunmer refugees in 4E 16. Since then, they have ruled over Solstheim along with the Skaal who inhabitated the island before them.
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Sovngarde is the Nordic afterlife, created by Shor, that exists in Aetherius. Warriors who have proven their mettle in battle arrive in Sovngarde after death. Fleshly pain and maladies evaporate upon entering its Hall of Valor. Spirits here enjoy mead-drinking and contests of physical prowess. Note that this is only for Nordic warriors - other groups have their own afterlives. For example, when Nordic Werewolves die, Hircine claims their soul for his Great Hunt just as he would with any other Werewolf, thus preventing them from reaching Sovngarde.
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Oblivion is a collective term used to describe one subset of the planes of existence. The planes of Oblivion are those that have the least connection with the mortal plane, Nirn. Oblivion is also home to the Daedric Princes. The planes that make up Oblivion are defined primarily by exclusion. Any plane which is not Nirn itself, not one of the planets or moons, and not Aetherius itself, is generally considered to be a Plane of Oblivion.

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