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#beldama wyrd
northssketchbook · 2 years
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20. Witch - TESinktober 2022
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bastianhallix · 2 months
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just realized that bastian actually does have a favorite pet, and it's the great daenian hound, which i've added to uesp here:
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(sometimes his responses are mixed with his generic ones to pets, but i've only ever seen those last three whenever i selected the hound.)
i figured that this actually makes perfect sense because as the name implies (aside from being a play on the great dane in real life), these dogs come from the daenian region, where daggerfall is located.
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(side note: i got this dog on eu because my main oc over there is supposed to be part of the beldama wyrd.)
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ecoamerica · 2 months
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Watch the American Climate Leadership Awards 2024 now: https://youtu.be/bWiW4Rp8vF0?feature=shared
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I was wondering if you have anything on worship of Y’ffre? I know he’s not a Daedra, but he’s still fascinating to me.
Alright, I'm sorry this took literal months to get together, but my schedule was fucked. Now, let's talk about Y'ffre.
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Y'ffre is the head of the Bosmeri pantheon, the creator of the Green Pact, and usually described as a bearded man (though Y'ffre has been referred to with she/her pronouns in at least one instance). The Bosmer are also referred to as Y'ffre's people.
As Jephre, he is worshiped by the Altmer, who also depict him as bearded. There is an Altmer order known as the Jephrine Paladins who style themselves after indriks and protect the wild, as opposed to most Altmer who demand perfection and obedience from nature.
The Bretons worship him as both Jephre and Jeh Free, God of the Forest and Spirit of the Now. They have their own version of the Jephrine Paladins, the Vicars of Jephre who are also known defenders of the natural world. This isn't even getting into the Druids, the Druids of Galen, and the Beldama Wyrd.
As Y'ffer, he appears in the Khajiiti pantheon (though, who doesn't?). He created the first flower to woo Nirni, became corrupted by Namiira, killed Nirni, and was slain by Hircine, Azurah, and Khenarthi (who turned his bones into a cairn for Nirni). He was known as a snooping spirit who couldn't keep secrets and was the reason Fadomai's Children could cross the Lattice. In their lore, he's responsible for turning some of the Khajiit into the Bosmer. Prior to the Riddle'thar Epiphany, he was known as the bastard son of Ahnurr. Interestingly, he is not a figure of worship.
He's also believed to have had Ayleid and Snow Elf worshipers.
There was once an Argonian heresy that abandoned the Hist and turned to Y'ffre and the Valenwood for an alternative reproduction method, but this was potentially wiped out in the Second Era when ex-Shadowscale refugees assassinated those responsible.
Fascinatingly, the Imperials were strictly prohibited from Y'ffre worship due to Alessian Empire religious laws (though the current ban on worship is unknown in the modern Imperial Cult).
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Along with the names Y'ffre, Jephre, and Y'ffer, he is also known as the Singer, the Storyteller, God of Song and Forest, and Spirit of the Now. He is known to be swift and to send wisps to herald the storms of Rain's Hand. Seeing the wisps are a promise of new growth, new life, and a new chapter in nature's cycle.
His most faithful are the Spinners, who keep histories, laws, and prophecies as stories. They invoke him into themselves to tell the stories. Some of them include how he brought forth the Green from the Ooze, the establishment of the Green Pact, and how he taught the Bosmer to both escape the original Ooze and how to activate the Wild Hunt, which is super fucky.
As a god of nature and, let's be honest, life as a whole - because let's be honest, that's what it means to pull the Green from the Ooze - he's associated with literally all animals and plants, though obviously cares more for the plants than the animals given the average Bosmer's diet. Particularly of note are trees (especially oaks), flowers, birds, elks, and indriks. His only known artifact is the Ring of the Wild Hunt, which we'll talk about later.
What is he the god of? Well...
Songs
Stories
Narrative magic
The Green
Treethanes
Nature
Guardian elemental spirits
Graht-Elk
The Wild Hunt (aka Great Hunt)
Speed/swiftness
I'd even argue that he's a god of the planet overall, creation, and life as a whole given his mythology and what exactly is attributed to him. Like, pulling the Bosmer out of gook is a huge thing, and it's only one of the things that is attributed to him!
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What? Okay, okay, fine, I'll talk about the Ring of the Wild Hunt!
Look, everyone keeps arguing about what is or is not canon in the Elder Scrolls series now. Which means that I'm just taking all of the information, canon or no, and dumping it at your feet. That's been the case for everything, but it's especially the case with this section.
The Ring of the Wild Hunt is a Bosmeri artifact. It plagues the wearer's dreams with images of hunters and prey, yet also blessed the wearer with Y'ffre's swiftness. Literally, it makes you run a lot faster.
The ring is composed of five pieces: the Band of Water, the Charm of the Shapeless, the Face of the Serpent, the Face of the Wolf Beast, and the Symbol of Y'ffre.
Band of Water: small band, possibly depicts a liquefied Bosmer (my thoughts: potentially one in the midst of the Wild Hunt)
Charm of the Shapeless: bizarrely-shaped green charm, possible relic of the Wild Hunt
Face of the Serpent: possible imagery of the Wild Hunt, resembles serpentine beast
Face of the Wolf Beast: monstrous animal resembling different creatures, possible depiction of King Dead Wolf-Deer
Symbol of Y'ffre: depiction of Y'ffre, thought to be of the god unleashing the power of the Wild Hunt
It broke into five pieces sometime after its creation and was reunited in 2E 582 by the ESO player character as a member of the University of Gwylim's Antiquarian Circle.
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So that's it. That's all I managed to find about Y'ffre in canon. My only additions are some minor musings, as I've never interacted with Y'ffre myself.
Something I should consider doing is to trace where the inspiration for him came from, as the Elder Scrolls series has a bad habit of pulling directly from Greek, Roman, or Norse gods to "inspire" their own... Though the lore of Y'ffre does do its best to separate him from any direct inspiration or obscure the gods who inspired him.
(PS: The apple dividers used on this post were created by @firefly-graphics!)
Perhaps this gives you something to work with, anon!
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UESP Lore page: Y'ffre
UESP Lore page: The Green Singing
UESP Lore page: Jephrine Paladins
UESP Lore page: Ring of the Wild Hunt
UESP Lore page: Beldama Wyrd
UESP Lore page: Druids
UESP Lore page: Druids of Galen
UESP Lore page: Wild Hunt
UESP Online page: Ring of the Wild Hunt
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tesworldthink · 2 years
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Ehlnofey / Эльнофей
"On the world of Nirn, all was chaos. The only survivors of the twelve worlds of Creation were the Ehlnofey and the Hist. The Ehlnofey are the ancestors of Mer and Men. The Hist are the trees of Argonia." ―The Annotated Anuad
Ehlnofey, also known as the Earth Bones, are the faded descendants of the Aedra who walked on Nirn, as well as the ancestors of men and mer.
Background
A large fragment of the Ehlnofey world landed on Nirn relatively intact, and the Ehlnofey living there were the ancestors of the Mer. These Ehlnofey fortified their borders from the chaos outside, hid their pocket of calm, and attempted to live on as before. Other Ehlnofey arrived on Nirn scattered amid the confused jumble of the shattered worlds, wandering and finding each other over the years.
Eventually, the Wandering Ehlnofey found the hidden land of Old Ehlnofey, and were amazed and joyful to find their kin living amid the splendor of ages past. The Wandering Ehlnofey expected to be welcomed into the peaceful realm, but the Old Ehlnofey looked on them as degenerates, fallen from their former glory. For whatever reason, war broke out, and raged across the whole of Nirn.
The Old Ehlnofey retained their ancient power and knowledge, but the Wandering Ehlnofey were more numerous, and toughened by their long struggle to survive on Nirn. This war reshaped the face of Nirn, sinking much of the land beneath new oceans, and leaving the continents that would be later known as Tamriel, Akavir, Pyandonea and Atmora; with Yokuda having been completely sunk beneath the ocean's surface while Aldmeris became ruined and lost to time. The remnants of the Wanderers were left divided on the other three continents.
The Wandering Ehlnofey are the ancestors of Men and the Old Ehlnofey are the ancestors of Mer, according to The Annotated Anuad. However, the Monomyth claims that the human races (or one race) were created originally and the Elnofey are not related to them. Thus, the question of the origin of the humans is ambiguous, but given that mers and humans may share a common offspring, it can be assumed that they are related species.
The witches of the Beldama Wyrd in High Rock venerate the Ehlnofey, calling them the Guardians. They have guided the witches since they first found the Wyrd Tree. In 2E 582, the machinations of Angof the Gravesinger caused these Ehlnofey to be imprisoned, but through the actions of the Vestige and the witches of Beldama Wyrd, they regained their freedom.
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Эльнофей (ориг. Ehlnofey) или Кости Земли — это древнейшая мифическая раса, появившаяся сразу после сотворения Смертного Плана. Являются предками всех эльфов и, предположительно, людей и цаэски.
Происхождение
Это было так давно, что единственным доступным источником информации являются мифы. По одному из них, изложенному в «Ануаде», эльнофей и хист — существа, попавшие на Нирн после разрушения Падомаем двенадцати миров. По другому («Мономиф») — это потомки Изначальных Духов-создателей Нирна, которые решили заселиться в созданный своими руками мир.
История
Ануад говорит, что после разрушения двенадцати миров «Один большой фрагмент мира эльнофей, перенесённый на Нирн, относительно не пострадал. Его жители и стали предками эльфов. Эти эльнофей оградили свои границы от внешнего хаоса и, утаив от всех своё спокойное прибежище, попытались жить так, как жили раньше. Другие эльнофей, прибывшие на Нирн, были разбросаны по остаткам разбитых миров, годами обречены они были бродить в поисках друг друга. В конце концов, странники нашли скрытую страну старых эльнофей и были восхищены и обрадованы, увидев своих сородичей среди великолепия прежних времён. Эльнофей-странники рассчитывали, что их тепло примут в этой мирной стране, но старые эльнофей посмотрели на опустившихся родичей с отвращением. Как бы то ни было, разразилась война и пронеслась по всему Нирну. Старые эльнофей сохранили своё древнее могущество и знания, но странники были более многочисленны, а длительная борьба за выживание на Нирне сделала их крепкими и выносливыми. Война преобразила облик Нирна, в результате её большая часть суши оказалась затоплена образовавшимися океанами, осталось лишь несколько знакомых нам континентов (Тамриэль, Акавир, Атмора и Йокуда). Полуразрушенное царство старых эльнофей стало Тамриэлем. Оставшиеся странники были разделены по трём другим континентам». По другой версии, страна оседлых эльнофей и была загадочным Альдмерисом, который в результате войны погрузился под воду.
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Ehlnofey the water guardian / Эльнофей-страж воды
Исчезновение
«Ануад» говорит, что «Спустя много лет эльнофей Тамриэля стали: — мерами (эльфами)… Эльнофей-странники на других континентах стали людьми: нордами Атморы, редгардами Йокуды и цаэски Акавира» (хотя точно не известно, являются ли цаэски людьми). Однако «Мономиф» утверждает, что людские расы (или одна раса) были созданы изначально и эльнофей не имеют с ними родственной связи. Таким образом, вопрос происхождения людей неоднозначен, однако учитывая, что меры и люди могут иметь общее потомство, можно полагать, что они являются родственными видами.
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suncertain · 10 months
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californication, gin tonic, mimosa ! (Helloo!)
cocktail quiz || always accepting!
hi!! thank you so much for the ask!
[ californication ]  what do they think is their greatest achievement in life?
Eilyrie's torn on this. One is becoming a knight. After all, that takes a lot of training and a lot of work, and it's definitely not an achievement to scoff at in her eyes! But the other is that she's always been one to lend a hand and help others. It's been little deeds over the years - defending a wandering trader from bandits, helping with the evacuation of war-torn villages, even gathering supplies for healers when the need arises. Those things, those (to her) unarguably good things, those are her achievements.
[ gin tonic ]  who influenced them the most?
While she did get some influence from her older sister Ysele (especially in terms of her desire to protect those she loves), Eilyrie was a quiet and adventurous child who often went exploring on her own. You could say that the world at large influenced her! She has a deep fondness for nature to this day, one that's a defining aspect of her character. The Wyresses of the Beldama Wyrd in Glenumbra, as well as the Stonelore druids of the Systres, have a lot of her respect and admiration.
[ mimosa ]  which incident shaped them the most?
One of the biggest ones was her sister Ysele leaving the Lion Guard, completely disillusioned with them. Hearing the stories from her sister about what it was like, about the things they were expected to do for the Covenant... yeah, that soured Eilyrie's worldview for a bit. When she became a knight herself, she didn't join the Lion Guard like she'd planned, and thought she'd be safe from all that. Nope. The law and her own morality don't always match up, and as a character that leans lawful good, this is tough.
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dibellaskiss · 2 years
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꒰♡꒱The Great Daenians are gigantic hounds bred as protectors and companions by the Beldama Wyrd coven. Despite their size and strength, they are surprisingly gentle except when roused to the defense of their masters.
꒰♡꒱Default nickname: Belle
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ecoamerica · 1 month
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tamrieldrifter · 3 years
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Visions of the apocalypse
It is said that Coldharbour is Molag Bal’s apocalyptic vision for Nirn, and as I look out now upon the Bloodthorn camp at the battlefield of the Cliff of Failure, I fancy that I am looking upon what may have become of Glenumbra had we not put a stop to Angof and his Bloodthorn cult at the cemetery of Cath Bedraud.
Giant thorny vines cultivated by the sinister magics of the Reach have chocked all other life from the land, and now all that moves between the swaying stems has but already been dead.
I wonder if the people of Daggerfall will ever fully understand just how close the corruption came to their great city. For when Eagle's Brook fell, when the wolves were at the gates of Aldcroft, when the streets of Camlorn bled. when the risen dead were all that roamed the northern roads, and when even the Wyrd Tree at Glenumbra’s heart suffocated on the foul pollution of the Reach, it was the brave men and women of the Lions Guard, the Knights of the Dragon, and the Beldama Wyrd who together, at such great cost, pushed back the blight to keep their land green and blest.
S.K
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@khajiit-of-mystery
Razum-Dar, a phenomenal discovery has been made! With the aid of a dear friend of mine, I was able to realize what I had been missing! While I was looking for the Emperor’s original magical signature, I had not taken into account the possibility of it being changed!
Like the monks of the Psijic Order, the Moth Priests, an organization which our missing person had joined, have their own very specific way of spellcasting. A method which would no doubt change the way the Emperor cast his own spells. Meaning, after taking his original signature into account, and adjusting for Moth Priest influence, we were able to discover a far more stable, and stationary concentration of magicka near the Beldama Wyrd Tree! That is where I believe Varen Aquilarios to be, currently!
Stand by, while I send you the location via projection! Do what you must, and bring the Emperor home!
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A few thoughts on hags and hagravens in ESO.
In Wyrd and Coven, Sibbelac refers to Mother Murk as a 'hagraven,' although her game model is a hag. Now, could just be a writing error. But if it was intended, clearly this means something: Sibbelac is a Reachwoman and some manner od witch; she can tell a Hagraven from a Hag! So, are we to presume that hags are just another form of Hagraven?
Also, several NpCs mention the Beldama Wyrd fighting against Mother Murk for 'generations.' Are hags, then, immortal in the same way as hagravens?
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tespics · 6 years
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Beldama Wyrd Tree, Glenumbra. Full size file here. Warning: Very large file.
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keynotegaming · 4 years
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Now I'm fighting werewolves!!! I feel like a hunter even though I don't know the first thing about hunting lol - Situation: I made a character just for my socials. Not going to do any dungeons with him, just going to knockoff quests, one by one till the very end. Follow me to stay posted of my characters progression. If you like what I post and would like to support me, here are a few ways that you can do that: -> Like this post, Follow me, Comment your favourite game and Share this post with a friend. -> Subscribe to my Youtube Channel I post ESO tutorials and gameplay videos. Subscribing helps support and keep the channel running: https://www.youtube.com/channel/UCAlXBk7oE1q_YGP2_KHvrOw -> Sponsor me on Patreon and directly help me out with my bills: https://www.patreon.com/keynote_gaming - I post on Instagram, Facebook, TikTok, Twitter, Tumblr and Patreon once every day. The links to all of my socials are here: https://flow.page/keynote - Stats: Level: 15 Maximum Magicka: 18863 Magicka Recovery: 1422 Maximum Health: 20442 Health Recovery: 498 Maximum Stamina: 14456 Stamina Recovery: 1401 Spell Damage: 1796 Spell Critical: 10.0% Weapon Damage: 1796 Weapon Critical: 10.0% Spell Resistance: 8457 Physical Resistance: 8457 Critical Resistance: 474 Riding Skill 0|0|3 - Current Gear: - Head: none
Chest: Bloodthorn Wyress Mantle (Light-Wood Elf) (Armor:1300) (level 12) (Max Magicka Enchantment: Adds 781 Max Magicka) (Infused: Increase armor enchantment effect by 11%) (Part of the armor of the Bloodthorn Touch set) {This light armor was awarded for helping the Wyresses save the villagers at Deleyn's Mill}
Waist: Girdle of the Wyrd Tree (Heavy-Wood Elf) (Armor:955) (level 11) (Max Health Enchantment: Adds 313 Max Health) (Impenetrable: Increases Critical Resistance by 154 and this item takes 50% less durability damage) (Part of the Wyrd Tree Blessing Set)
Feet: Iron Sabatons (Heavy-Khajiit) (Armor:2117) (level 12) (Max Health Enchantment: Adds 198 Max Health) (Training: Increase Experience gained from kills by 7%)
Legs: Iron Greaves (Heavy-High Elf) (Armor:2117) (level 12) (Max Magicka Enchantment: Adds 341 Max Magicka)
Hands: Guardian's Guantlets (Medium-Wood Elf) (Armor:946) (level 14) (Max Magicka Enchantment: Adds 249 Max Magicka) (Well-fitted: Reduces the cost of Roll Dodge and Sprint by 2%) {These medium hand coverings were awarded for summoning the elemental guardians for the Wyresses of the Beldama Wyrd.}
Shoulders: Rawhide Arm Cops of Health (Medium-Breton) (Armor:1676) (level 12) (Max Health Enchantment: Adds 313 Max Health) (Well-Fitted: Reduces the cost of Roll Dodge and Sprint by 2%)
Ring: Left ring of the broken soul (level5) (part of the broken soul set)
Ring: Right ring of the broken soul (lvl5) (part of the broken soul set)
Neck: Collar of Bones (level 3) (Healthy: increases maximum health by 880) {This strand was taken from the neck of the Child of Bones. It's surprisingly cold.}
Primary Weapon: King's Justice of the Wyrd Tree (Two handed Breton Sword) (Damage:1318) (level 10) (Decrease Health Enchantment: Deals Oblivion Damage based on a portion of the enemy's Max Health. Deals a Max of 4294 Oblivion Damage) (Defending) (Part of the Wyrd Tree's blessing set) {A distintive weapon awarded by King Casmir for stopping the Bloodthorn assassins in Daggerfall.}
Backup Weapon: Wyrd Branch of the Wyrd Tree (Two handed Wood Elf Flame Staff) (Damage:1096) (level 14) (Fiery Weapon Enchantment: Deals 1924 Flame Damage) (Ornate: Increases this item's sell price by 290%) (Part of the Wyrd Tree's Blessing set) {For destroying the Corruption of the Tree and restoring the Wyrd Tree, Wyress Gwen bestowed this powerful staff.}
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madzebattleaxe · 7 years
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Beldama Wyrd Tree, Glenumbra 
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eslore · 7 years
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I was thinking up a new character for Skyrim and was curious... Do you guys know of druidism at all in Elder Scrolls? I mean, there's mention of the Galen ones. I'm more thinking of druids in the D&D sense...
In High Rock, there are groups of witches known as the Beldama Wyrd, which come close to being Druid covens. They are isolated from civilization, preferring to live in the wilderness. They work with Ehlnofey: spirits who form the laws of nature. Their magic pulls on the power of nature. The only issue with choosing a Beldama Wyrd sister as a Druid character would be the fact that they are all Breton women. If you had a non-Breton character, you could probably come up with some background explaining why she was raised as a Wyrd sister, but the Wyrd sisters do not accept men into their covens. Note that the Beldama Wyrd should not be confused with the Glemoril Wyrd, who are darker and more traditional “witch hags.”
If you want a male Druid, you would likely have to look into different groups. Argonian shamans are closely attuned to the Hist, which bear a lot of resemblance to nature spirits. Bosmer live in close contact with Y’ffre, an Aedra tied with nature. Kynareth/Kyne/Khenarthi/Tava, an Aedra ostensibly governing the air, is also closely tied to nature (especially through trees), so a worshipper of Kynareth who lived outside society could be considered a Druid. While there are Daedra such as Peryite and Hircine whose spheres intersect nature, they are usually in a dark way, so I would be reluctant to include their worshipers as Druids.
- Reezda
In reference to your mention of the Druids of Galen, here’s an excerpt from UESPWiki:
During character creation in TES: Arena, choosing the Breton race elicits the following: “Thy race is descended from the ancient Druids of Galen, quick witted and strong in the mystical arts. Thy folks are crafty and intelligent, a learned people who use their gifts to guide others to enlightenment…” There has been no mention of the Druids of Galen since.
The “Druids of Galen” were an old-lore mention, when ES lore was just developing. Lore from games before III: Morrowind may no longer be accurate, especially lore from Arena. Therefore, I’d say the “Druids of Galen” are no longer lore-accurate. Since the 3rd Era (Morrowind), Bretons have been known to be descendants from the Aldmeri and the Nedes. The “Druids of Galen” could be interpreted to mean anything now, so it’s best to leave it, especially since there’s a very small chance they’ll ever be mentioned again.
Thanks for your ask, and I wish you luck and fun making your character!
- Mira
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Today’s curio:
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The Beldama Wyrd sisters of Glenumbra can travel magically along the roots of the Wyrd tree.
source
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whisper292 · 9 years
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Lady of Storms Three - The Beldama Wyrd
Lady of Storms Three – The Beldama Wyrd
Dale was understandably concerned about a werewolf in Daggerfall, and he and Michel Dubois promised to be more vigilant. They were also apologetic over their treatment of the homeless, but Amelia didn’t really expect them to change. Dale was right: they had seen a lot in their time with the guard, and that could make a person jaded.
Over the next few weeks, Amelia saw less and less of her lover.…
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tamrieldrifter · 5 years
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The Glenmoril Wyrd
If anything, the Wyrd sisters I meet outside an old Ayleid ruin in Bangkorai are even more brusque and boorish then the Beldama Wyrd of Glenumbra. They care little for the affairs of men and mer so long as it doesn’t encroach upon their forests. For them, Evermore is as an unwelcome and untrustworthy a neighbour as the Orcs of Wrothgar, or the Witchmen of High Rock.
Yet even they now see the threat posed to their lands by the vile Reach magics being practised in the fields of the Northglen Farm, as their own ancient Wyrd magics fail to repel it. The insatiable hunger of the Bloodthorn zombies being raised by these Dark Witnesses would soon gorge upon all life in their Viridian Woods like a pack of starved skeevers in a Bosmer’s pantry.
S.K
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