The Ancestor's Path
Religion to the high elves is a highly organized and transactional affair. The Aldmer believed themselves to be direct descendants of the gods themselves, and they devoted their whole society toward regaining that divinity. To the Altmer of Summerset, who claim to be the purest representatives of that ancient lineage on Nirn, that way of life is law, and they believe several of their ancestors achieved this apotheosis, showing them the way.
The Anuad
In the cosmology of The Ancestor's Path, reality is born from two primordial spirits: Anu - the embodiment of stasis, and Padomay - the embodiment of change. Where they overlapped, the Aurbis, the Gray Maybe existed, a swirl of perfect balance between creation and entropy. These foundational beings are not gods, for they are far too simple to have a will of their own. They are more akin to fundamental forces from which the lower orders of reality are made possible. Anu bore a soul at its heart which became Anui-El, the organizing principle of Time, born so that Anu might know itself. In the exact moment that Anui-El came into being, the soul of Padomay was also born. That spirit is called Sithis, the binding nature of Space, so that all might know limitation. The birth of time and space created something new at the heart of the Aurbis, made equally of Anu and Padomay. This being was called Nir the Goddess of Possibility, for She was the very first being to have a will of Her own. From the moment of Her birth, Nir was in agony as half Her domain was always being consumed by the entropic force of Padomay. With all Her might, She tried to shift the Aurbis into Anu's domain, so that everything She built would not go to ruin, but this action caused Padomay to erupt in mindless pain and fury. Its outcry sent a shockwave of chaos into the Aurbis, disrupting itself and its twin Anu. The soul of Nir was destroyed by this blast, scattering Her essence throughout Creation. The pieces of Her spun through the ether, drawing in the damaged strands of the primordial spirits until new beings were made. These Et'Ada, or Original Spirits, were each born with either a primarily Anuic or Padomaic nature, and because they grew out of the creative spark of Nir, they were the first true Gods.The Heart of the World
The first being born from the death of Nir was Auri-El, who was the soul of Anui-El. Bearing no Padomaic taint, this first Et'Ada was as close to perfection as any being could ever be. He harnessed Time, the substance of His father, and made it His domain, shaping and directing it by His will. This was the Dawn Era, when time was new, and linearity was unnecessary. Auri-El watched the birth of His siblings and vowed to love and guide them in their endeavors, to preserve what they build for all time. But not all the spirits saw His wisdom. Many, tainted by an excess of Padomaic nature, preferred destruction and conquest over creation, building worlds within themselves only to use as weapons. They were few, for Nir chose Anu over Padomay in the beginning, but they were a force of strife in this otherwise perfect world. One day, a trickster emerged from The Void. This spirit, born of Sithis Himself, was called Lorkhan, the Doom Drum. He approached the most powerful gods, tempting and deceiving them, until they were dissatisfied with their infinite paradise. Lorkhan convinced them that to create worlds within themselves was a meaningless exercise. For everything they create would merely be a shadow of them, nothing more. He conceived of a collaborative world, where the power of the gods could mix and form new minds, independent of them. Creatures who would adore and worship them and build things in their name. Many were skeptical of this vanity, especially Auri-El. However, in His one moment of weakness, the God of Time agreed to supervise such a project, deeming it worthy to bestow upon such a world an orderly sense of time. As the Et'Ada gathered at the heart of the Aurbis where Mother Nir once resided, those tainted by Padomay circled the new sphere like vultures. They played no part in its creation, but jealously watched, awaiting an opportunity to take it for themselves. Fearing for the safety of this fragile new world, Auri-El created a barrier around the dark spirits, trapping them inside with Him, so they could not escape with any stolen pieces of this realm. From this division, the world of light beyond the veil became Aetherius, and the world within became Mundus, and the myriad realms of darkness surrounding the mortal sphere came to be known as Oblivion. As the project neared completion, Lorkhan's treachery became apparent. One by one, the spirits who gave parts of themselves to this world fell into it. They were diminished, unable to exist outside of the limitations designed by the architect Magnus to ensure cohesion in this physical realm. These fallen gods became the Ehlnofey, the first elves. Magnus, the architect of this world, but the one who contributed the least of Himself to it, fled Mundus, His work incomplete. He struggled to escape the barrier erected by Auri-El, but was ultimately able to punch a hole through it. Thousands of others, diminished, but not yet fallen, followed suit, becoming the Magna-Ge, the children of Magnus. The damage they left in the veil became the sun and stars. Lorkhan was hunted down on this new world of Nirn. Many Ehlnofey, who had changed irrevocably in their time as mortals, fell under His sway, and a bitter, destructive war was fought to protect Him. The children of the faithful Ehlnofey were the Aldmer, who learned from the wisdom and the mistakes of their forefathers. The children of the mutated Wanderers of Nirn were brought even lower from their connection to the cursed sphere, being born as men and as beasts. When bloodshed finally ended, the Wanderer's children were scattered throughout the planet, and the trickster god was captured.Convention
A Convention was called among the surviving Ehlnofey to determine the fate of this mortal world, and the god who inspired it. In His wisdom, Auri-El knew that apotheosis was possible, even for their diminished children, the elves. Lorkhan was executed. His body severed in two and placed in the sky as a grim reminder of their own folly. Though they found they could not destroy His heart, for it was the heart of this world. Instead, Auri-El lent His golden bow to His trusted general Trinimac, who fired the heart into the sea. The convention was adjourned with a promise to remain close to Mundus, to protect their descendants from the covetous Daedra until they could find their way out of the curse of mortality they were born into. Auri-El vowed that when all elven souls are saved from this cycle of rebirth, He shall dissolve the veil and call upon all the Gods of Heaven and Earth to destroy the Daedric traitors and all mortals tainted by the world so that no trickster can again upset the perfect order of Anu. With this prophecy declared, He ascended to Aetherius in full view of His children so that they would know how to do the same.The Aldmeri Pantheon
Worship of the Aedra, which translates to "Our Ancestors" is a deliberate contrast to the supplicating rituals of grateful adoration that humans partake in. Their Gods are family. The best of them. Rather than assuming a deity as one's patron, an Altmer will focus their prayers on the deities their clan has the strongest blood connection to. They raise their children to follow in their ancestor's footsteps in life, and arrange marriages generations in advance to strengthen those connections without inbreeding. For those who reject their careers or their duties of procreation, priesthood is a viable path for all bloodlines, and is preferable to banishment. When the gods created the Mundus, the experimental mortal realm, they did not know that it would cost them their divinity. As the project went on, thousands fell to Nirn, the world at the heart of this fledgling plane. They became Ehlnofey, the first mortal souls. Though they were still powerful, the Ehlnofey were condemned to eventually die. Some found a way to preserve their remaining divinity by having children, spreading their light thin among the generations. Others chose to surrender their power completely, becoming the Earthbones, weaving themselves among the fabric of the incomplete Mundus to strengthen it so that the descendents of their kinsmen have the time to find their way back to Aetherius.The Eight Ancestors
Out of all the honored ancestors of the elves, there are Eight who are believed definitively to have acheived apotheosis and returned to Aetherius, the realm of the gods. The Ancestors are worshipped collectively, each invoked in different times to ease the trials of the world. In addition, these gods are the keystone of the Altmeri caste system, with Altmeri Houses claiming direct lineage to a specific Aeadra. Adherence to the example led by one's ancestor-god is the surest way to nurture the embers of divinity in every elf's blood.- Auri-El - God of Time: Led the Ehlnofey to victory against the forces of the trickster Lorkhan. He was the first to reclaim godhood so that others could see how to do it themselves.
- Those with the strongest connection to Auri-El are groomed for leadership. They form the royal families of the kingdoms of Summerset. - Trinimac - God of War: Served as Auri-El's right-hand in the War of the Ehlnofey. He was the one who tore out Lorkhan's heart as punishment for his betrayal. His teachings formed the basis of modern codes of Chivalry especially popular among the part-elven Bretons. Trinimac was believed to be the Last of the Ehlnofey to ascend back to divinity.
- Raised as soldiers, guards, and blacksmiths. The distinctive Elven Armor made of gold-plated moonstone with intricate bird-motifs are the mark of a descendent of Trinimac. - Magnus - God of Magic: The architect of Nirn, who was the first to see what their project was doing to their power and retreat. His departure tore a hole in the sky which became the sun. A massive gateway to Aetherius, the sun allows magic into this world. Those spirits who followed him tore smaller openings, which became the stars.
- Magnus is an exception in the pantheon, as he was never believed to be bound to Nirn. Instead, the stars are considered the "children of Magnus", or Magna-Ge. The night sky is a tapestry left by this family to guide their fallen cousins back home. In every clan, those born under certain constellations are said to be gifted in unique ways regardless of blood. - Syrabane - God of Apprentices: A scholar and a mage whose unique enchanted artifacts were instrumental in defeating the Sload and ending the catastrophic Thrassian Plague, though his worship as a God far predates that crisis. Syrabane is considered the Youngest of the Eight, the most recent mer to acheive apotheosis, despite the ambiguity of his origins.
- Descendants of Syrabane are raised in secluded centers of study to become scholars, mages, and scientists. The most prestigious institute of learning in Summerset is the the College of Sapiarchs on a private island off the coast of the city of Lillandril. - Jephre - God of Nature: Caught somewhere between God and Ehlnofey, Jephre became a still-living part of the land itself. He exists in every plant and animal. He is the spring, the summer, and the fall, who rests in the winter. He is the Living God of the Harvest and the Hunt. Though his bounties bring warmth and comfort, He is also inherently associated with the suffering of the mortal world. He is the Great Fence-Sitter, equally loved and despised. Alchemists, farmers, hunters, and fishermen all pay homage to him.
- Jephre is another deity who has no known direct connection to any Altmeri bloodlines. The volatile Bosmer of Valenwood, believed to be a long-lost offshoot of the early Aldmeri explorers who were corrupted by nature, are considered his clan. - Mara - Goddess of Love: Mara embodies beauty, art, and fertility. She was the wife of Auri-El whose apotheosis came shortly after His. Veiled in a great deal of mystery, Aldmeri myths give little detail about this goddess beyond Her dutiful devotion to Her husband, and broad association with femininity and creativity. The fact that She exists in human pantheons predating elven contact is a source of endless theological debate. It is believed that Her influence regulates the unique fertility of elven women.
- As the mother of Auri-El's children, Mara has no distinct clan of Her own. Instead, children who show a particular aptitude for art, music, or beauty are taken by Her clergy, the Children of Mara, to have their natural gifts cultivated, severing any ties to their birth caste. Their numbers few, marrying a Child of Mara of marriagable age is considered a great honor for any House. Kinlords offer competing dowries for the hand of both male and female Marans to join their Houses, allowing the organization to maintain its lavish holdings. - Xarxes - God of Knowledge: The chief scribe of Auri-El and record-keeper of genealogies. Xarxes is The One Who Watches, who tracks the lineage, acheivements, and sins of all mer as they ascend to the Dreamsleeve to rest before their next life. When he was mortal, he learned the secrets of the universe, creating his wife Oghma from his favorite moments in history.
- The unsung heroes of a rigid, ritualistic society, Xarxes' descendants are bureaucrats, librarians, archivists, and historians. They are devoted to preserving their people's history, and keeping the necessary paperwork in order for the intricate gears of altmer society to function. While these clans hold little political sway, and are certainly the least glamorous, the secrets that they keep make them more powerful than most realize. - Stendarr - The God of Mercy: Stendarr in Altmeri custom is the "Apologist of Man" who taught the Aldmer to seek harmonious cooperation with all mortal races, and the value of shared custodianship of the world against the corrupting forces of the daedra.
- Although His clerics, the Sect of Harmonious Masters advocate for His teachings, and by tradition, He is counted among The Eight, His worship is controversial. Few families acknowledge any connection to Him. Those which do often operate charities out of their meager holdings.
Ancestor Cults
Few Altmer limit their veneration to only eight Aedra, believing in a number of cult-gods who are said to have acheived true divinity. The Orthodoxy of the Ancestor's Path acknowledges only the eight as difinitive cases of apotheosis, with varying degrees of tolerance for other gods.- Phynaster - Hero God: Lived a life filled equally with daring adventure and great wisdom. He taught His people how to live longer by taking shorter steps.
- These elves provide a contrast to the elitist and dogmatic culture of the altmer. The clans of Phynaster produce poets, adventurers, explorers, and great heroes. One noble clan of Phynaster, the Direnni, ventured out into the mainland, creating an entire civilization of their own in what is now High Rock, and are the progenitors of the chivalrous Bretons. Because it is out of step with the rest of society, Phynaster is not typically acknowledged as one of The Eight, except by His own Clan, who prefer Him over Stendarr. - Lorkhan - God of Lies: The traitor-spirit of Padomay who deceived the other gods into creating a mortal realm. He is the adversary of elven-kind, whose rightful execution marked the beginning of history. Some cultists worship Lorkhan in secret, risking banishment or execution as they study the writings of human theologians, who often have more favorable myths of the God of Endeavor.
Though the Orthodoxy recognizes the races of men and beastfolk as little more than inconveniently intelligent animals, most Altmer have at least the slightly more generous belief that men and beasts are the descendents of Lorkhan and the Ehlnofey who followed Him instead of Auri-El. They are the eternal rivals of elf-kind, whose misguided devotion to this world precludes them from ever acheiving true Apotheosis. But, there may be wisdom in some of their beliefs. - Mannimarco - God of Worms: A controversial and disputed entity who is believed by some to have recently ascended to godhood. The God of Undeath is a favorite patron of necromancers across Tamriel, having supplanted an older deity known only as The Revenant.
Mannimarco was an ancient Altmeri necromancer and Lich who has plagued the mortal world for millennia. His followers, the Order of the Black Worm, claim that he finally acheived divinity amid the chaotic events of the Warp in the West just under thirty years ago by absorbing an artifact of immeasurable power. Paradoxically, Mannimarco continued to operate in the shadows for years after the fact, his followers worshipping the God of Worms, even as they continued to be led by the King of Worms as if they were seperate entities. The Mages Guild, the ancient enemy of the Cult, reported that Mannimarco the Lich had finally been killed during the Oblivion Crisis.
The Daedra
The Daedra meaning "Not Our Ancestors" are antithetical to Altmeri values. Daedric Princes, the most powerful of the Daedra, with singular power over their own planes of the demonic realms of Oblivion, are believed to be gods who did not participate in the creation of Nirn, and thus retained the full power of their divinity. Yet, they stay close to the world because they delight in tearing down everything the descendants of their more gullible cousins build up. Lesser daedra serve the Princes, or band together in planes maintained by their collective will. Daedra worship in the Summerset Isles is a crime punishable by death. However, the practice has a long and storied history in the Isles. The Hulkynd, elves born with birth defects, dissident sexualities, or who defied their caste often turn to Daedra worship, seeking power on the fringes of a society that has spurned them. The city-states of the Ayleid Civilization, Aldmeri colonies in what is today Cyrodiil, combined the traditional ancestor worship with open allegiance to different Princes. This cultural divide eventually led to the Ayleids severing political ties with their homeland.Veloth and the Knights of Trinimac
Also in ancient times, a religious movment, led by the prophet Veloth, championed worship of three specific Princes: Azura, Mephala, and Boethia. These Good Daedra, Veloth taught, were as interested in the success of mortal-kind as any ancestor-spirit. Rather than foolishly chasing lost divinity, the Velothi sought self-improvement by seeking out the challenges of the mortal world and overcoming them collectively. This movement grew in popularity in spite of constant persecution. Eventually, the Velothi fled the Isles, seeking out a new homeland where their way of life could be put to the test. Both Velothi and Orcish tradition holds that Trinimac Himself led a procession of knights into the mountains in an attempt to stop this pilgrimage and bring the dissident elves back home. In their tales, Trinimac fought the Prince Boethia for the souls of these elves and lost. As a result of His defeat, Trinimac was transformed into the Daedric Prince Malacath, His devout knights turning into the first Orcs. The Altmeri version of this story claims that Trinimac was victorious in the duel, but was stabbed in the back by the trechurous Mephala before He could deal a killing blow. In this account, Trinimac's followers saw the auras of the Velothi change before them, their hearts growing dark as the Daedra took hold of their misguided souls. Though their appearance was unchanged, they were no longer Aldmer, and could not be brought home. The knights steeled themselves to destroy the pilgrims before their taint could take root in a new land, ready to take on the two Princes before them if need be, but Trinimac intervened, causing an avalanche to seperate the two groups. When the Knights of Trinimac returned to the Isles, carrying the dying Ehlnofey in a palenquin, they told the tale of the Chimer, the Changed Ones. Trinimac ordered His followers to carry Him to the top of Mount Eton Nir. When they reached the summit, He stepped out, and looked upon the Isles one final time. He turned to His followers, smiling. His Mountain Sermon is recorded on 59 tablets, imparting His hard-earned wisdom on honor and conduct both on and off the battlefield. Finally, Trinimac revealed His final secret: He stayed for them. The Last Ehlnofey rose to the sky and vanished, ascending to join His liege in Aetherius. The Knights of Trinimac disbanded their order. They founded the temple of Cloudrest at that very summit so that they could impart Trinimac's wisdom to the next generation of knights. In time, Cloudrest became a mighty fortress-city protecting the Aldmer from the Daedric scourge forevermore.Outreach
The Path is not traditionally an evangelical religion. It is the belief that elves of the purest blood will one day ascend to godhood and help unmake the world. However, there have historically been a number of exceptions to this policy which have ramifications into the Fourth Era. Altmer have for millennia tried to bring their cousins the Bosmer back into the fold. The official position of The Path is that wood elves are descendants of a lost excursion of the ancient Aldmer. These elves were blood-related to the ehlnofey Jephre, but have been corrupted by their connection to Valenwood, becoming primitive, untethered to their true forms despite the best efforts of their shared nature god. The high elves, and their cousins the Ayleids have for millennia attempted to establish a permanent presence in wood elf country to "civilize" the wild elves. When the ayleids were driven from the heartland at the end of the Merethic era, they achieved only part of that goal, becoming themselves assimilated into Boiche culture. The people of Summerset saw the fall of the Ayleid civilization and retreated into isolation for generations. But, their efforts were renewed during a period of conflict and opportunity in the middle Second Era.The Thalmor
A most unexpected alliance formed 2E 580 between the Altmer, Bosmer, and the Khajiit. Lead by Alinor's Queen Ayrenn, the formation of this empire was an opportunity to expand the reach of Path doctrine, spurred by a royal mandate to expand the definition of a "pure elf". The Dominion gave structure to the largely informal clergy and formed a new corequisite organization which combined the mission of faith with the mission of empire: The Thalmor.Valenwood
Thalmor agents soon began spreading propaganda throughout this new Dominion. Long neglected and forgotten Aldmeri colonies were rebuilt and new settlements were established along the borderlands beyond their sacred forest. The region became a multicultural center where all loyal citizens of the Dominion were welcome. The Thalmor taught revised ideas about the origins of their sister races, tying them back to the ancient Aldmer, promising that they too could reach divinity through purity of blood. Thalmor efforts were focused on separating Bosmer from their adherence to the Green Pact, the foundational rules of indigeonous Bosmeri religion. The Bosmer who moved out of their forests into the colonies grew apart from their tribal kin, gaining a reputation as affable folk with an identity of their own. These Cosmopolitan Wood Elves today have little in common with Pact Bosmer, becoming the largest population of Path followers outside the Isles, but they maintain a connection to their roots in other ways. They do not subscribe to any caste system, ignoring the eugenicist aspect of the faith entirely, instead seeking divinity through acts of charity and clean living. While the Green Pact is largely ignored, they see all mortal-kind as stewards of the natural world as Jeffre taught them. After the Dominion collapsed and the Isles have grown increasingly isolationist over the centuries, the Path in Valenwood has become more self-sufficient and secular. Through diplomatic channels and merchant caravans, the softer face of the Valenwood sect of the Path is the only version of the faith most outsiders see, inspiring some independent adoption even among human populations.Elsweyr
The Thalmor were far less successful in their efforts to assimilate the twin kingdoms of Elsweyr. Only the nobility, concentrated in the wealthier south, were fully incentivized to participate in this experimental union. The majority of Khajiiti peoples, while connected spiritually to the creation myth of the Bosmer, saw little in common with these invading elves. They had neither the luxury of an enhanced lifespan, nor, typically, an appearance that could pass as a descendent of Aldmeris. Their daedra-centered religion was at odds with the teachings of the missionaries preaching on their shores. As a result, only a small, but dedicated following of the Path persists in Elsweyr today. Khajiit consider themselves an offshoot of Bosmer, thus devotees of the Path in Elsweyr recognise Jeffre as their ancestor-god. They call him Ius, the God of Animals. In their telling, Ius gifteed the quickest and most beautiful of the wood elves the qualities of a cat so that they may better climb up to Aetherius. While the god Y'ffer is associated with the elven Jeffre in mainline Khajiiti tradition, He is considered an enemy, who jealously turned their temperate forests into harsh desert and deadly jungles, and so cannot possibly be the same being as their benevolent ancestor. In addition, the Khajiiti Path has also elevated a figure who nicely fits into the Aldmeri endeavor. This ascended hero is Rajhin - God of Thieves is said to have been the greatest burgler in history. Though the leadership of The Path firmly denies His apotheosis, His status as a folk-hero gives him prominent status in the pantheon, with most Path priests happily incorporating His adventures into their teachings. The cult's presense in Elsweyr is small, with only a few thousand adherents across the twin kingdoms. In recent years it has grown more popular as a more structured alternative to the Riddle'Thar, a loose set of doctrines which have guided Khajiiti spirituality for over a thousand years. The Riddle'Thar emphasizes freedom of thought and self expression over seeking objective truth, which followers of the Path argue is insubstantial and undermines their Aldmeri heritage.The Fourth Era
Today, the old Dominion survives within the organization of The Path. Though the Thalmor no longer exist officially, the council of Bishops still bears their name, and Thalmor Justiciars still enforce The Path's particular idea of morality on the adherents in Summerset and the remaining colonies. Another group do call themselves Thalmor. For generations, this political faction has preached a return to the old ways, of excising foreign influence and conquering the Empire as they were always meant to. By all accounts, this group was founded only a few hundred years past, having no actual connection to the Thalmor of old. However, they have recently gained a great deal of power in the wake of the Oblivion Crisis, having taken credit for its end by way of ancient mystical secrets thought lost when the old Dominion fell. They have increasingly gained favor among the clergy, despite the blasphemous use of the name, but under the express orders of Altarch Morgiah, their inroads have been fiercely resisted.Structure
The Path is divided across four branches.
The Clergy
- Deacon - Lay people provisionally ordained in a limited capacity to help organize and provide labor for The Path temples and churches - many may go on to the priesthood.
- Priest - Priests of the Ancestor's Path are leaders of communities, able to administer blessings of the Aedra, and take Confession, a sacrement in which laypeople can inform the church of their own, or their neighbor's failings. These are then reported to Path authorities for analysis. They may recommend corrective action toward any trends in immorality to the local authorities.
- Minister - The ministry is a division of the Priesthood tasked specifically with instructing the public in Path Doctrine.
- Bishop - Bishops are the highest appointment in The Path. Bishops organize the church within eight territories across Summerset, with an additional Bishop representing the Path's notable presence in Valenwood, and another for any outlying territories, namely a modest presence in parts of Elsweyr.
- Thalmoric Council - the ruling body of The Path, made up of the reigning Bishops. This body plans for the spiritual advancement of the aldmeri peoples, and decides how to enforce their doctrine to achieve that end. In times past, the Thalmor were an organization that combined military and spiritual power throughout the old Aldmeri Dominions. However, only vestiges of that organization survive in The Path structure today.
The Monastics
- Acolyte - Newcomers and journeymen of the many monastic orders dotting Summerset and Valenwood. They perform labor for their superiors and follow their teachings carefully
- Monastic - The various monastic orders of The Path have their own internal ranking systems, if any at all. Most laypeople refer to them as monks, brothers, sisters, or as monastics.
- Aldarch - The founder or leader of a monastic order. They guide their followers in deep study of the mysteries of The Ancestor's Path.
The Dominion
- Justiciar - Assistants to the bishopric. A Justiciar is a warpriest who has honed their magic as well as their doctrinal knowledge. Justiciars help run the Diocese where their Bishop resides, but many can also be found in the outlying cities, acting in service to canons in enforcing doctrine.
- Canon - Appointed by the Archcanon in proximity to any form of local power, from mayors of small towns, to monasteries, canons act as the mouth of The Path wherever the priesthood does not have reach.
- Canonreeve - In emergency situations, such as wartime, or when local morality is found to be unacceptably lax, a Canonreeve may be given emergency authority to take command. Canonreeves may replace local leaders, including lesser nobility, or even assume command of whole armies. This power has been used only lightly throughout history, but has averted more than one civil war.
- Archcanon - Appointed by the Thalmoric Council among the ranks of the Justiciars. The Archcanon organizes and reports on all the monastic activities within the churches domain.
The Kinlordship
- Kinlords and Kinladies are heads of all the major families in the Summerset Isles. Answering to both the nobility and the Thalmoric Council, their authority is delegated among smaller familial groups, organized according to their own traditions. Their duties include arranging marriages generations in advance, and maintaining the burial sites of important figures of their bloodline.
- The Altarch of Alinor is both High King of Summerset and the Kinlord of the interrelated royal families of Summerset.
- The High Kinlord is a title held traditionally by the reigning king of Firsthold. Their authority is largely ceremonial, but three important duties include the ability to assemble the kings and queens of Summerset in Council, and to appoint Bishops when an office is left open with no clear succession, and to found a new bishopric when their territories expand.
Type
Religious, Organised Religion
Alternative Names
The Cult of Aldmeris, The Aldmeri Temple, The Path
Permeated Organizations
Related Ethnicities
