Most of their cities were located underground, with one exception being part of Markarth. Markarth was a major city and the capital city of the Reach after the Dwemer disappeared, as humans started to settle the city. When the Dwemer civilization still existed on Tamriel, the city was known as Nchuand-Zel.
Part of the city was in the open air and jutted out from the crag in the mountain which the city was built upon. Understone Keep was located towards the far end of the city near the mountainside, and within Understone Keep was where the government of the Reach resided.
The city reached even deeper into and under the mountains, but nobody who came to settle Markarth after the Dwemer disappeared went to settle this section of the city. By the Fourth Era, Markarth was now the capital city of the Reach, and Nchuand-Zel, the underground section of the city, was still unsettled and with Animunculi and Falmer still around. An untranslated page from Divine Metaphysics written in the Dwemeris language. Both the Dwemer's language and writing system is referred to as Dwemeris ; the language utilized many z's and d's in its form.
The writing system was composed of and written as the Dwemer's own form of runes and glyphs, aesthetically similar to that of the Daedric Alphabet , yet it was heavily based on the Aldmeri Language.
Some forms of Dwemeris have been seen in the form of prefixes and suffixes of notable Dwemer names of various historical terms, such as "Volen-," meaning "hammer," and "-Fell," meaning "city," giving Volenfell ; "City of the Hammer. The nation of Hammerfell attributed its name to the warhammer Volendrung, as Dwemer and Hammerfell lore-history held that the Chieftain of the Rourken Clan decided to move his people to a new location, so he threw that very warhammer from Morrowind and would move to wherever it ended up.
This was at the site of the city of Volenfell in Hammerfell, hence the two locations' names. There is no known story behind the Dwemer's disassociation with the Aldmer and other Mer races, as their society contained very few similarities with the other Mer races, other than some political and legal principles, and aspects of their language and writing system.
Some scholars have stated that the Dwemer preferred the use of machines and tools to the use of magic, while there is some evidence to suggest that the Dwemer also used magic. The precise nature of Dwemer religion and worship is unknown, but one could name their religion "negalithic refusatronic world-navel-gazinism. The Dwemer challenged the power and superiority of the et'Ada , the Aedra , and Daedra , questioned their authority, and traveled from Mundus into the Outer Realms of Aetherius and Oblivion.
In their underground sanctuaries, the Dwemer studied powerful, magical relics and researched powers that they believed "could rival the gods themselves. During the Dawn Era, the Dwemer attempted to reach the state of immortality up to the point of their disappearance.
They researched the fall of the Earth Bones and were essentially trying to reverse the effects for themselves—to create immortality from the deaths of the Earth Bones.
The Dwemer were trying to defy the gods, while also attempting to recreate their powers. The book Divine Metaphysics explained how the Dwemer tried to forge a new god, Anumidium, using Kagrenac's Tools and the sacred tones on the Heart of Lorkhan.
The ones who opposed this believed that "using the power Lorkhan's Heart was an unjustifiable risk. It is unknown whether he succeeded or failed. Though the Ancient Tales of the Dwemer book series is fictional and regarded by many scholars as mislabeling the Dwemer, the story Azura and the Box tells of a Dwemer scholar who did not believe in the gods and religion. In Azura and the Box , Nchylbar met with his old friend Athynic. During their visit together, Nchylbar told Athynic that he intended to discover the nature of divine power.
Athynic protested, but from the ties of a great friendship, he reluctantly agreed to help his friend. Athynic summoned Azura , and when Azura appeared, she spoke to him. Azura, Athynic, and Nchylbar discussed what might have been in the closed box that Athynics' students brought in.
Azura said that there was a red-petaled flower in the box, but when Nchylbar opened the box, he revealed to everybody in the room that the box was empty. When Azura was about to leave, she made a look that only Athynic saw, and then she left.
For Athynic, he could not speak and was trembling. That night, Nchylbar, who did not believe that the existence and power of the Gods was legitimate, was found dead. It is possible that the Dwemer worshiped Mundus itself, theorized by some scholars from primary source text found by scholar and archaeologist Thelwe Ghelein in Irkngthand. There were mixed ideas on the text; some scholars believed that the text supported the idea that the Dwemer worshiped Mundus, while Ghelein did not believe that the text supported the theory that the Dwemer worshiped Mundus, but rather that the text was related to civic and political matters.
Dwarves were known to have created—and manufactured on a vast scale—thousands of mechanical apparatuses of varying complexity, most of which were constructed within the city of Nchardak , a large military production center. These constructs are referred to as Animunculi , or simply "automatons," who were known to cause havoc when unleashed against enemies on the battlefield, completely obliterating enemy forces. Several types were found within ancient Dwemer ruins, the most simple being that of an arachnid designed to ward off trespassers.
According to research done by famed scholar Calcelmo and Sulla Trebatius , which were still theories, the soul gem s were believed to be what powered these machines.
It may have also acted as a source of power for the boiler, due to the extreme energy held within it. In some automatons, such as the Dwarven Spider Guardian , the soul gem s may have acted as a source of Destruction magic, being able to attack intruders with lightning bolts.
The other types of Animunculi that were encountered included ballistas , centurions , and spheres. They were capable of receiving, interpreting, and responding to the actions of people around them, due to the excellent work produced by Dwemer engineers. A Runed Lexicon , inscribed with the information from an Elder Scroll.
Dwarven military equipment was effective and resilient to the effects of time. Their weapons were powerful and their armors strong. Dwarven Swords were effective at breaking through light armors; this was due to the venerability and sharpness of tempered Dwarven metal and owed less to the double-edged design. Dwarven Armors were capable of withstanding incredibly heavy blows and taking on the most powerful of arrows.
This was due to the fact that the Dwarves were an empire, civilization, and culture built almost exclusively underground, so the Dwemer race itself was naturally accustomed to the aspects of living underground.
Just like Dwarven swords and other weapons, the effectiveness of Dwarven armor was more of a testament to great metallurgy skills rather than armorsmithing skills. When a Dwarven Dagger was compared to an Elven dagger, it was clear that most Dwemer weaponsmiths relied almost exclusively on creating quality crafting materials first, and allowed the final forms of those materials to stem from the concept that the weapon was intended to kill people.
Though bows were additionally used, crossbows were technologically advanced. Various Dwemer engineers drew up several schematics for crossbows, including a standard and enhanced version. Schematics were also drawn up for explosive bolts to be used alongside the standard bolt , of which three known variants have been identified: an exploding fire bolt , exploding ice bolt , and an exploding shock bolt. A depiction of Mundus based off Redguard's Dwemer Orrery.
During their existence, the Dwemer constructed many devices and machines. One of the creations they built was a monstrous golem, called Numidium , also known as the "Brass God. Three powerful tools were designed to help the Tonal Architects tap into and draw power directly from the Heart.
These three tools included Keening , Sunder , and Wraithguard. Wraithguard was designed to protect the wearer from the potentially dangerous effects when experimenting with the Heart of Lorkhan. Sunder was designed to extract the specific amount and quality of divine power when working on the Heart. Keening was designed to focus and attune the divine power being extracted from the Heart.
The Dwemer of Nchardak notably used many of these cubes to maintain their city, by controlling the various power systems that kept the city stable and to control the power system which supplied power to the Reading Room, as they would no doubt want to keep their massive, expansive library safe from outsiders. They were used as openers of doors and checkpoint markers between passageways, and still function in modern days. Two devices the Dwemer created were Attunement Spheres and Dwarven Mechanisms , which were devices designed and used to open the entrance to Blackreach.
The two devices directly interacted with one another; by placing an Attunement Sphere into a Dwarven Mechanism, the entrance to Blackreach would be unlocked. However, the pinnacle of their genius was the creation of a device called a Lexicon , which allowed them to read an Elder Scroll without going mad or blind, as well as acting as a portable information repository, being able to store vast amounts of knowledge within the device, [83] as such combinations of machinery and magic were trademarks of the Dwemer.
The Dwemer were masters of crafting and smith-work, and made many innovations in the art as well. The Dwemer people of this trade forged weapons, armor, tools, and other materials in their day before the disappearance of their race. This knowledge was contained within the Lexicon.
The Dwemer had their own weapons and armor. These weapons and armors were referred to as Dwarven weapons and armor.
After the Dwemer race disappeared in 1E , it became difficult for anyone to obtain or forge these artifacts. However, it was possible to craft Dwarven weapons and armor, with the proper knowledge and materials. If one wished to craft Dwarven weapons and armor, Dwemer artifacts had to be obtained, and then melted down into Dwarven Metal, and then molded into a Dwarven metal ingot.
A variety of materials were required to craft Dwarven weapons, which, depending upon the item s intended to be crafted, included Dwarven Metal Ingots, quicksilver , steel , and iron ingots , as well as leather strips and even firewood. As for the materials required for crafting Dwarven Armor, the materials included Dwarven Metal Ingots, steel ingots, iron ingots, and leather strips, depending upon which item was to be crafted. They were the creators of the Aetherium Forge , a massive, magma-fueled forge that was constructed to handle Aetherium and craft materials made from the luminescent crystal.
All three items required one Aetherium Crest , one for each item. The Dwemer mainly focused on metallurgy, the study of the physical and chemical elements of metal. It is distinguished from the craft of metalworking in that with metalwork, the craftsman is working with the actual components of metal, a process to "create individual parts, assemblies or large scale structures.
However, other materials such as clay, paper, and glass, though more easily weaker and destructible, cannot be completely eliminated from the known materials that Dwemer crafters may have used to construct their creations.
The Dwemer also had extensive knowledge of mining, extracting, and smelting the ore they found, as well as incorporating the smelted metal into their weapons, armor, tools, devices, and other crafts. Because of this, they were able to create their own distinctive form of metal , which was easily mistaken for bronze. Since their disappearance, no other race had been able to successfully replicate the process that was used to create dwarven metal. The only known method that had been successful so far was to melt down existing dwarven metallic scraps and start over from there.
One other natural resource the Dwemer used was Aetherium. Aetherium was a rare natural material with a blue luminescent hue, strong magical properties, alchemically inert, and harmonically volatile. No known process could enchant, smelt, mold, bind, or break it.
To the Dwemer, that was far from complicated; the Aetherium Forge was set up beneath Bthalft. Four Aetherium Shards could be combined to form an Aetherium Crest. Aetherium was the primary material in creating the Aetherial Artifacts.
Dwemer boots are described by Raynor Vanos as being "mainly constructed of a flexible material that resembles leather Besides mastering in the other arts and professions of their civilization, the Dwemer also mastered the use of mathematics and science in itself and as an asset to their other professions. They studied constellations, stars, and planets in order to grasp a better understanding of the outside world. The Dwemer had made incredible observations of the night sky during their existence.
As is known throughout all of Tamriel, Aurbis encompasses Mundus, which includes Nirn , its moons, the stars and Aetherius , the realm of the Aedra ; Nirn is the only planet in the mortal plane, also known as Nirn.
The two moons that encompass Nirn are Secunda and Masser , in which Masser is the larger of the two. There is also the Void and Oblivion , which are also immortal realms of the Daedra. The Dwemer Coin, as seen in Morrowind. Very little is known about the Dwemer economy. One form of currency they used is known as the Dwemer Coin. Almost nothing is known about the government of the Dwemer. Many misconceptions about them have abounded for centuries: scholars long thought that most Dwemer ruins which dotted Tamriel outside Morrowind were mere outposts and that there were few significant Dwemer settlements elsewhere until 1E The history of the Dwemer is mostly a record of their conflicts with other races and each other, and the timeline is imprecise for many of these events.
They purportedly settled along the coasts of Morrowind and founded Dwemereth. In 1E , the militaristic Rourken clan opposed the accord with the Chimer and chose self-exile. The Rourken named the land "Volenfell," which later was somewhat mistranslated to "Hammerfell". In the following decades, Clan Kragen decided to follow in Clan Rourken's footsteps and migrated west into Skyrim to establish new holdings of their own.
A number of these clans soon formed a loose alliance of four city-states that was regarded as unassailable. Clan Kragen later established a sister-city, Arkngthamz-Phng , in the Dragon's Teeth Mountains , which replaced Arkngthamz as the clan's seat of power. The city-states discovered deposits of Aetherium in their deepest delvings, and Arkngthamz led the research program to develop technology to harness Aetherium's power.
The resulting Aetherium Forge produced Aetherium artifacts of such immense power that the Dwemer alliance immediately shattered, and the four city-states and their rivals went to war over control of the Forge.
After decades of conflict, the Dwemer were weakened to such an extent that Nordic armies commanded by High King Gellir finally succeeded in conquering them in three short years; a century would pass before the Dwemer mustered the strength to reclaim their lost lands.
Sometime after the Alessian Slave Rebellion , [22] various Ayleid kingdoms launched a desperate search for the fabled Wrathstone , which they believed would lead them to a weapon that would be their salvation against the encroaching forces of the Alessian Empire. An expedition marched to the Dwemer city of Mzulft , in the hold of Eastmarch in Skyrim , where it was rumored the Wrathstone was held.
The Ayleids besieged Mzulft, but failed to breach it or retrieve the artifact. It is thought that he found the defenses of Kagrenzel inadequate, and built the Vault of Mhuvnak to house it instead.
Long after the time of Mhuvnak, following Mzulft's temporary fall to the Nords and subsequent reclamation by the Dwemer, the Vault of Mhuvnak was buried in a mountain of ice and lost. The Dwemer of Mzulft attempted to use their Oculory to locate the "Frostvault", but no record of the results of their search was found, and the left half of the Wrathstone was not reclaimed.
Meanwhile, the Dwemer in Skyrim had also planted the seeds of another crisis by taking in the Snow Elves. While King Harald was credited with driving the last of the "elves" out of Skyrim before the end of his reign in 1E , pockets of them survived in the wilderness and eventually sought sanctuary with the Dwemer.
Although they agreed to provide the Snow Elves safe haven in their underground realm, the distrustful Dwemer rendered them blind by forcing them to consume toxic fungi once found growing deep underground. The Snow Elves became servants of the Dwemer, and then, after several generations, degenerated into their corrupted slaves, the Falmer.
The war lasted decades and only ended when the Dwemer vanished. When the Chimer found out, they considered this aim blasphemous and sought to stop it. Kagrenac's exact goal remains unclear, but it is believed he sought to heighten his race to Anumidium. Some opposed its use, warning that massive side effects were likely, while the majority of the Tonal Architects, including Kagrenac, and Bthuand Mzahnch who wrote The Egg of Time which downplayed the risks of tampering with the Heart of Lorkhan wished to proceed.
It appears that all members of the Dwemer race were simply removed from the world. When the previously untouched Dwemer ruins of Bamz-Amschend in Mournhold were rediscovered, numerous piles of ashes were present next to weapons and armor, on chairs, and in beds, suggesting the Dwemer's bodies were suddenly reduced to ash in some way. Dwarven ghosts, often encountered in the ancient abandoned Dwemer ruins, aggressive revenant spirits of Dwemer that are present the mortal plane.
He returned to Tamriel from his journey in the Outer Realm, and came to discover his people missing. Falmer reclaimed some of the ruins, and the Automata of Dwemer construction still patrol the halls of these ruins as faithfully as they did when their masters were around, presenting an immense danger to those who wish to traverse, navigate and explore.
These ruins are of particular interest to scholars of various colleges, universities and private institutions throughout Tamriel and contain items useful for building weapons, armor, and other items of high value; some Dwemer ruins may even contain unique artifacts. Inside Dwemer ruins there are large amounts of useful loot like weapons, clothing, armor, and miscellaneous items. Before the Dwemer disappeared, their cities were filled with residents, working, living and studying.
Dwemer cities contained many different sections for their people, which included living spaces, [5] dwellings, study rooms for academic studies and the arcane arts, [6] areas for the production of Animunculi , pumping stations, pump-houses, aerodromes, war quarters, debate halls, cathedrals, marketplaces, treasuries, armories and storerooms. Some sections of a city were sectioned off for a specific role.
An Arcanex was a typically smaller structure in a city, with its role being debated by scholars. Observational studies of the Arcanex in Bthardamz reveal that the section housed a large collection of magical artifacts, including soul gems, alchemical concoctions and magical texts.
Some scholars believe that those observational studies support the idea that the Dwemer did in fact dabble in the magical arts, while other scholars such as Thelwe Ghelein, who conducted the study, believes that the evidence supports an idea that Dwemer scientists and mage-engineers did more than study the arcane arts: that they also studied other Men and Mer , to learn more about the people who they had no contact with, as they would surely seem as alien to the Dwemer as the Dwemer seem alien to others.
Great Animoculotories, or just Animoculotories, were industrial centers of production where Animunculi were constructed.
Dwemer cities varied in size, from the smaller cities like Kagrumez and Kagrenzel to the larger cities such as Mzulft , Alftand , Mzinchaleft , Bthardamz , and Irkngthand to a massive stronghold known as Fal Zhardum Din , or Blackreach. In their cities, the Dwemer people were dedicated to study and research, both in the scientific and arcane studies.
Dwemer cities were primarily built with stone, but was also mixed with an unknown, unique metal, similar to the appearance of copper or bronze, but was truly a unique metal known only to the Dwemer. The stonework and metalwork on the structures were stylized with intricate carvings and runes. Their buildings were designed and constructed as sharp, straight, angular forms that were based on angled lines that were "intensely mathematical in nature. As the Dwemer had mastered over stonework and metalwork as an early race, Dwemer ruins were a sight to behold; they were massive and monumental in nature, filled with many grand halls and massive caverns.
0コメント