Some fresh art because I saw this trend and just couldn't resist.
So I've drawn Irna on her first days in Dwemereth and many years later. From the assassin and priestess who lost her place to well-respected mender and loved woman.
She had to flee Morag Tong order despite being one of its most loyal and devoted assassins. Knowing that MT might hunt down her then friend, Arkndchal-Savak, she went to Nchuleftingth where he was at that time and warned him of the danger; eventually they left Vvardenfell together and moved to the Silent City where Arkndchal-Savak was born and lived most of the time.
Arkndchal-Savak asked the king for protection on her behalf; Dumac agreed, because Irna is Nerevar's sister (and she offered her knowledge as well) — but not before they could test her. Apart from being basically not being able to leave the city for a whole year, she had to spend her first month in Light Negation, the artifact which not only didn't let her see anything, but also suppressed her ability to sense magic beyond a small radius. This artifact isn't meant to humiliate anyone though, it's just used to not let noble and valuable visitors see what shouldn't be seen. And still... For Irna it was quite difficult.
And there is she again, but years later and not alone. Despite almost dying after the Morag Tong attack on her and lots of other hardships (pretty traumatising sometimes, to be fair), she became a respected medic and is happily married to Arkndchal-Savak, and they (who would think? and yet here we are thanks to Nerevar) mutually love each other, always protecting and deeply caring for each other. Fun fact: this is the first (and only) time they both fell in love. Neither Irna nor Arkndchal-Savak previously had any experience with love relationship like this.
And yeah, drawing so many details in such complicated angle kills me, but I caught a hyperfixation on this idea. Sooooo now I can cherish one of my best OTPs :D
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A comprehensive framework for deciphering, learning, and playing with the Dwemer (Deep Folk) tongue—runic, spoken, numeric, and mystical.
I. Alphabet & Glyphs
Rune ID Direct English Phoneme Approx. IPA Numeric Value ⟨R1⟩ A /a/ [a] 1 ⟨R2⟩ B /b/ [b] 2 ⟨R3⟩ D /d/ [d] 3 ⟨R4⟩ E /ɛ/ [ɛ] 5 ⟨R5⟩ F /f/ [f] 6 … … … … … ⟨R26⟩ Z /z/ [z] 26 ⟨G0⟩ Zero glyph – – 0 ⟨G★⟩ Capital/Start – – –
Notes:
Runes are carved in sharp, angular strokes echoing gear teeth and vent grooves.
⟨G★⟩ placed at sentence start; ⟨G0⟩ marks numeric zero.
II. Systems of Interpretation
System I: Direct Substitution
One-to-one mapping of each Dwemer rune (⟨R#⟩) to a Latin letter (A–Z), ignoring phonetic nuance.
System II: Romanized Phonemes
Use English digraphs (/kh/, /th/, /zh/) to approximate distinct Dwemer sounds:
⟨R10⟩ → “kh”
⟨R12⟩ → “th”
⟨R19⟩ → “zh”
System III: IPA‑Precise
Assign each rune an IPA symbol for scholarly transcription:
⟨R10⟩ → [x]
⟨R12⟩ → [θ]
⟨R19⟩ → [ʒ]
III. Grammar & Syntax Rules
Morphology: Polysynthetic. Single words can encode subject, object, instrument, and purpose.
Word Order: Typically SOV, but subordinate phrases nest within word‑vehicles.
Plurals & Cases: Indicated by suffix chains (-zûn for plural, -thak for dative).
Verbal Roots: Embedded in initial morpheme; tense/aspect follow as affixes.
Example Structure:
duum‑zûn‑kharthak‑eft
(dwemer-PL-TO/FOR-help) → “they build for the benefit.”
Translation: “When the eternal forge awakens, the world trembles.”
Egg of Time (Mural Glyph)
Runic phrase: ⟨R10⟩‑⟨R4⟩‑⟨R3⟩‑⟨R15⟩
Sys II: kh‑e‑d‑s
IPA: [x ɛ d s]
Meaning Hypothesis: “Cycle” or “renewal.”
Nchuand‑Zel (City Name)
Runic: ⟨R14⟩‑⟨R3⟩‑⟨R21⟩‑⟨R1⟩‑⟨R4⟩‑⟨R14⟩ …
Translation: “Radiant City under the mountain.”
VII. Supplementary Materials
Pronunciation Guide (IPA): Full chart listing all 28 runes with IPA values.
Cultural Context: Dwemer believed sound was material—tonal resonances could animate automatons. Language mirrored their architectural philosophy: precise, durable, efficient.
VIII. Interactive & Collaborative Tools
Digital Rosetta App Mock‑Up:
Rune → drag‑drop to Latin; click to hear IPA playback.
Number pad showing glyphs.
Translation pane with System toggles (I/II/III).
Community Portal Concept:
Live forum threads for new inscription photos.
Crowdsourced lexical suggestions.
Versioning history of hypotheses and peer reviews.
This Rosetta Stone 2.0 is a living document—update with each new cavern find, artifact, and scholarly breakthrough!
for @tes-summer-fest. Consider this a combination of Beloved, Mortal, & Profane prompts.
At the very end of time, two dwarves reunite. Follows the events of A Thesis: On Twelve Tones.
Thanks to @ervona for all her help with this.
--------
6E 2521, Sun's Dawn
Bthemetz, formerly, Esteemed Dwemer Architect, since turned Dashing Exile and Roguish Renegade – or at least, that was how she told it, when she was in a good mood – was enjoying the cloud-top view on the upper decks of her very own steam-powered airship – en route somewhere between the Sunk Halls of Colossus and the Anequinan Archipelago, she would have estimated – when she received the letter that turned her circuits inside out.
It arrived, magnificently, via bird. One who announced its triumphant arrival by pecking at her cranial plates.
Fine, the absurdity of it aside – it was an old-fashioned yet not entirely obsolete means of delivery, still common enough amongst the islanders north of the Niben Sea. Really though, what would they want with her, though? She stayed well clear of anything close to New Dwemereth. And why not a courier, or a tonal telegraph, or a direct apparition using the teleportation matrix, for that matter? This was before the painfully detailed instructions on what exactly to do in case the letter was not delivered to its intended recipient – which was herself, it turned out, someone had written this for her – were addressed. This crow whisperer and sendee had outlined no less than nine sub-divided steps on how the letter might be returned to Ghourrock Isle (which Bthemetz presumed was some far-flung Orcish settlement known for their overly familiar corvid population), or, if not possible, how to dispose of the letter (quite vigorously – this person presumed the recipient had some highly concentrated acid to hand) and what precisely to do with the bird that had been entrusted to deliver it (which had some quite peculiar care requirements, it turned out).
The first warning sign was that these same instructions were repeated on the reverse in four different dialects of Aldmeris, ranging from antiquated to simply baffling. Who on Tamriel was still writing in High Chimeris of all things?
(A Dwemer)
Bthemetz didn't particularly want to think about that – because if this message hadn’t slipped out from a scamp at the back-end of Oblivion (which Bthemetz wasn’t entirely discounting, she still kept a few contacts with troublemakers in the forbidden regions), it was almost definitely from another Dwemer.
(A very old Dwemer)
One who had refused to reckon with the changing state of reality since The Reappearance. One, whom, from the choice of and number of languages, was likely both a powerful and exceedingly well-educated individual, most likely from Western Morrowind or Vvardenfell – Bzanthzel or even Vvardenfell-Khoram, knowing her luck – appeared well-versed in both local politics and international affairs during the height of the First Council –
(A very old, very powerful Dwemer, yet to reappear–)
Her stomach was sinking already.
(But why would they send a bird?)
She unsealed the letter.
Fourteen pages. Careful Dwemeris, double-sided, black ink. Encoded three times over. She almost shut down, seeing it all. The exact set of ciphers she had difficulty recalling, it had been so long since she sat on the Architects Committee, but the codes themselves – unmistakable.
And oh! Oh so personal – it came flooding back, they’d used this set exclusively in their own correspondence, hadn't they? Bthemetz had all but inscribed these old codes over her stilled, dead heart and then burned them in there, burned them, along with the broken tea sets and the stolen bedsheets and the careful hands braiding her hair and the casual blasphemy and the principles of Anuic Disruption they had co-authored and their careful hands, again –
She couldn’t finish that thought. It would bury her.
She went back to the delivery instructions. Chose a language both of them had contempt for. That would be safe. Bthemetz couldn't even read High Nordic – she did not share the sender's gift for languages, and had torn their tongue out merely learning to speak Dwemeris improperly, let alone anything as useless as High Nordic, which was three millennia dead. She lurched forward, which made the bird – who she discovered was a crow named Gnorgi, could not eat carrots, and had since decided the piping of her external combustion engine was a very comfortable perch – very upset with her. Had their handwriting always been this meticulous? So carefully spaced? She remembered it being messier. She tried to picture it messier.
She tore open the letter.
Bthemetz,
I scarcely know how to begin.
She tore herself away.
She sat down. Stood up. Walked in a circle three times. Her legs did not fold beneath her and her body did not break and the motor engine where her heart should have been did not begin to roar and scream and hiss. The crow, Gnorgi, looked at her curiously. She went back to the letter. Rifled through the pages. Tore through them, at random, because she definitely wasn't trying to find something, anything, any kind of sign or direct confirmation, telling her this wasn’t exactly what it felt like –
—and I find myself so overwhelmed. The world has moved on without me. So many people I treasured are long dead. I could not begin to list what I mourn, who I mourn. My life's work and purpose, stolen, defaced, ridiculed. I am a parable for children, Bthemetz. 'Beware, the Dwemer, defeated by their own hubris! Hoisted by their own cutting bells!'
And yet, for all their mockery, I am struck by the way we loom in those tales like giants while calling us ‘dwarves’. Menacing, unfathomable, foreign ‘dwarves’. How much we frightened them, Bthemetz! They coveted everything we had as much as they wanted to burn it. They built empires out of our ashes as soon as they turned our names into a curse. They sought to comprehend our ‘magics’ as distant ancients, yet none of them would dare imagine what it was like to be alive at that time, after war and occupation and constant patrols around our city borders, surrounded by god-fearing men and mer who all wanted to slit our throats. Did they realise that we raced towards discovery for fear that it would be seized from us again? I cannot think too long on this, for the thought burns inside of me like dragonfire, and I become torn with anger.
I would think of you often, then, as I read these ‘Tales’ the local witch lent me. About what you lost. What you endured and what you still, now, endure. I don't think I grasped it then - how could I possibly have? I understand something of loss, but you returned to Tamriel thousands of years after your death, to broken poems and pottery shards and a world that had moved on. And you looked at us, at our world, and decided immediately that it would be yours. That you were going to live again, live anew.
How did you even manage it? How could you bear it? How on earth could you decide to live, so easily?
I loved you for your courage, amongst your many other admirable qualities, but knowing what I do now, I don't think I loved you enough for it. I would be lucky to have even half as much—
Bthemetz folded the page crisply in half. She clutched her right wrist. Her right wrist contained a device that could incinerate paper and parchment in a matter of seconds. The page was folded crisply in half, and was not crumpled on the floor. She clutched her right wrist.
(She was back)
Years. Years of hopeless searching – from Morrowind to Elsweyr, from Tamriel to Akavir to beyond, to the darkest corners of Oblivion and the Void beyond it, before she had to give up, give up and move on, or else consume herself utterly in the maddening glimpses of what she had held so dear. Years. And Bthemetz had never once entertained the thought that Kagrenac would be the one to find her.
She did not know what to do with herself. She clutched her right wrist.
----------
6E 2521, Rain's Hand
They meet again, after so long, on the last island before Atmora. They wander out to northernmost cliffs, Kagrenac and Bthemetz, two old dwarves near the end of time, for a short walk before the rains come.
The world they know has vanished: gods have come and gone, cities have sunken beneath new oceans, and magic has almost vanished – now the sole purview of White-Gold tower, squabbled over by Imperial wizards and witch-pirates who traded in rare spells. Wrothgar is not an ancient mountain range that houses a great history of Orcish-Dwemeri relations, but a string of storm-swept isles where wreck-divers and scrap-riggers cobble together something skyworthy from whatever washes up from the Sea of Ghosts.
Kagrenac tells Bthemetz of this. Of Clan Marog and the Isle of Ghourrock. Of Grasha, a teenage crab-catcher who found her washed up dead in a cave while looking for lichens, and Witch-Wife Rikka, a former Weather-Witch who stitched her wounds and tended to her after she woke up, alive again, without explanation. Spin-Sister Shufti, who spins tales as much as she did Echatere yarn and brings fresh gossip with over-salted clam stew. Chief Moraga, a rugged old Ship-Rigger from the pirate clans, now settled down and more than happy to help Kagrenac string together an instrument from salvage, who finds it greatly amusing that they enjoy bawdy old Wrothgaran love songs quite so much. The rest, who herd goats and spin wool and while they wait for the clan-ships to return from the hunt. Of how life was both tedious and tightly-woven.
Bthemetz asks more on that than anything else. Was it a home? Was it a coffin, slowly rotting? Both, replied Kagrenac. Are you content out here? Yes. Oh, very much yes. Surprisingly, yes. Perhaps in another life, the winds would have kept her here. Bthemetz does not say much, after this, for a long time. Perhaps they are lying.
“Of what, precisely? Grey cliffs and 90% chance of rain?” She pauses. “The shipwreck engineers are quite resourceful – I do admit that much–”
“Ah. I see,” says Kagrenac. There is a slither of a smile, but not unkind. “You're envious.”
“Oh, you'd be bored beyond your greatest imagination, Bthemetz. Bouncing off the walls.”
Bthemetz scoffs. It is strange for Kagrenac to see her, a mess of wires and melted-down brass, ill-fitting parts cobbled together, make the exact same expressive gestures as she did as the Brass Architect, a living work of art.
“And yet, the fine company of Chief Moraga gra-Marug does not bore you, does it Kagrenac?”
Kagrenac offers a hint of a smile. It is a sad one. Not once has Bthemetz called them 'Rena', 'Renya', 'Kagrena', or anything but their full name since they began speaking.
“I am quite well acquainted,” Kagrenac adds. “With her witch and wife, Rikka, as well.”
Bthemetz throws her head back and laughs.
“Oh, you have been busy. What a productive fifteen months.”
“I was too ill to leave my bed for a great number of them, frankly,” Kagrenac says. “I didn't know how to send a message off the island before the lunar new year.”
Bthemetz halts.
“Is that an apology, Kagrenac?”
“An explanation.” She almost knits her hands together, as a girl might, before stopping herself. They rest awkwardly at her sides. “I was also... quite upset.”
Bthemetz looks out to the horizon. The sun is lingering at its edge.
“Are you still, in your own words, quite upset?”
Kagrenac shakes her head. “Dwemereth, as we knew it, is gone. It seems senseless to still seethe over a betrayal to what doesn't exist.”
“I asked how you feel. Not how you ought to feel.”
Kagrenac crumples her brow.
“I – I don’t know if I follow.”
“It has been a year. You cannot so easily bat away sheer rage with a puff of logic.” Bthemetz says. “Surely you know this. You spent almost your whole life fueled by it. You are perhaps the most resentful person I know. I almost wonder how you can even stand to speak to me.”
Kagrenac closes their eyes. Their hands still. Their takes a step forward. Their voice lowers.
“Would you feel better, Bthemetz, if I openly despised you?”
“It would feel more familiar.”
They step away.
“For that, I am sorry.”
Something clenches.
“I hurt you.” said Bthemetz. “Terribly.”
“I want to move past that.”
“I betrayed our people. Our home. I took our dearest secret and delivered it straight in to the hands of our worst enemies. I started the damned war–”
“I know,” they say, gravely. “Bthemetz, I have always known. I stand by my previous statement.”
Bthemetz stops. She flings her arms outwards.
“You tried to kill me!”
“I know.”
It is soft and it is tense and it is mournful. The way she says it. Almost a whisper.
“How.” There's rattling. Bthemetz's arms begin to shake. “I don't understand – I simply do not understand how you can–”
She seizes up. The lights flicker off and on.
“Bthemetz?”
There's a moment where nothing is said, and all that is heard is the rumbling of the ocean, the crashing of the waves. A bird cries in the distance. A light switches on suddenly.
The next words are cut with gritted teeth.
“I – I apologise,” says Bthemetz. “This iteration,” she gestures to her brass form, “it has its limitations. As you can very well see.”
“Would you rather I visit your realm?”
“No. No, I would rather you not.” She sighs. “I mean, not to be discourteous–”
“It is fine. No explanation is required.” Kagrenac says. “And we do not need to have all of this conversation now.”
Bthemetz looks at her carefully.
“You're sincere about this, aren't you?”
Kagrenac nods.
They continue walking as the cliffs give way to the coast. They climb their way down to the shore, rough rock and crashing waves, and here, at the edge of a world neither of them really understand, Bthemetz speaks again.
“You asked me how I could bear it.”
Kagrenac turns. The wind pulls sharply at the winter shawl they have borrowed from Shufti, at the braids Rikka had re-beaded only four nights before. Something in them wants to come loose.
“How I could bear...” Bthemetz pauses. “Living in a world that has left me behind, I believe you said. Broken poetry, something to that dramatic effect. I think, well—” and there's her laugh that twinkles and sounds like the smile Kagrenac could not touch, devastating to the ears, “—you still idealise her, a bit, don’t you? The Radical Rabble-Rouser that I was. The little priest who tried to set herself and The Priesthood ablaze in the fires of Revolution.”
It is such a Bthemetzian twist of rhetoric. A glib reference to her hated past, an unspoken accusation, and a gesture that circled entirely around the point, and yet Kagrenac can only respond as they always have:
“How could I not? I grew up on tales of you.”
Bthemetz, who has heard this a thousand times before, laughs.
“I think the dishonest answer would be that I moved on and became an Architect so readily because I hated my old life. It's half-true, but...”
She trails off. She's rattling in the wind. Kagrenac has to ask her, before it blows either of them away.
“What of the honest answer?”
Bthemetz does not and cannot smile. There's a metal mask bolted on in place of where a face sits. Kagrenac does not see the knowing smile in the breath where an answer should be, that quick uptick of her lips that liked to say things such as: there is so much pain in the world you don't even know. Kagrenac does not see anything in Bthemetz before she gives her answer.
“I had you, of course.”
It shouldn't have felt like a knife to the heart. To hear her say that.
“And when you disappeared,” continues Bthemetz. “When all of you disappeared. And I was alone. That was when I couldn't bear it. I... I couldn't bear it.”
“I am sorry,” they say softly.
The wind begins to roar. The seas surge inwards. The cold is sharp in the air. Kagrenac realises, despite themselves, that they would move the mountains to the stars to close the distance between them at that moment. That they would remake time and the world itself to lessen her pain, if they had such a power. The unspeakable things they would do, yet again, for Bthemetz! Those very same things that had torn them and the world apart. As if they had learned nothing at all from their utter obliteration. Where had that reckless impulse, to stand equal to the gods, left them, now? Here, thousands of years and miles away from her home, from the woman she called home, whose heart she so dearly wanted to cradle? A lone dwarf at the end of the world without choir or clan or acolytes or instruments or the echoes of the Twelve Tones they had once devoted their life to. Incapable of changing the course of their lives, held at the mercy of the whims of the winds and the tides, like any other that walk this soil. Like any mortal soul.
It is bitter, it is such a bitter thing, to reckon with.
A flashmob from TES OC Ask where we had to reverse the roles and professions of our characters. And a funny redraw of my favourite GIF from "Atlantis" with my Dwemer OC, Nchuthzakh. She is actually a mechanic and a tonal architect, but it's nice to switch once from a meticulous and precise work to something more... destructive :D
Fun fact before you proceed: Nchuthzakh almost never smiles and is actually That Exemplar Logical Dwemer (TM). But when she DOES smile... Usually that doesn't meen anything good xD
Fun fact #2: I'm so used to Nchuthzakh being kinda grumpy that I barely recognise her when she smiles xD
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An Incomplete Glossary of @profanetools Dwemer Fanlore
This is an incomplete list of terms, key concepts, and ideas used in my dwemer fanfiction, including Twelve Tones.
I've attempted to write this so to be accessible for people who don't spend their days looking up entries on dwemer or deeplore on fanwikis. It's likely to be revised and updated, and perhaps altered down the line.
It should also be emphasised that this is fanon, not canon. This is not meant to be an authoritative guide to dwemer culture in the games, which with subsequent releases, have diverged a lot from where I started writing about dwemer.
============
THE LIST:
Acolyte (of Kagrenac) - A term for a tonal architect that was apprenticed under Kagrenac before working directly for them. Can be somewhat derogatory.
Aldmer - Ancient elves, from which all elves, including dwemer, are descended (supposedly).
Apotheosis - Ascension from mortality to godhood. It is widely believed that the dwemer constructed Numidium and intended to use the Heart of Lorkhan to attain this goal. However, what godhood meant for dwemer is unclear. While recognising the existence and power of et'ada (gods) such as Lorkhan, it is likely the dwemer did not see them as worthy of worship, respect, or even the label 'god'. Some posit that the dwemer were proponents of the theory that the 'gods' were imagined constructions of one singular godly being, and that the dwemer sought to 'return' to that initial state. Others posit that they believed 'true divinity' could only be achieved through the process of shifting from "divine" (et'ada) -> profane (mortal) -> divine (true) - and thus, it is theorised they pitied the et'ada, as beings that had limited scope for that change. In any case, it seems likely that the divinity of most aedra and daedra worshipped on Tamriel was not satisfactory to them.
Apprenticeship - The process to become part of a dwemer clan and adopt a particular role in its structure. Typically this is done through completing compulsory education in the clan a dwemer is born into, but this can also involve a dwemer forgoing one clan for another, or an outsider joining the dwemer. Contrary to popular belief, dwemer do allow outsiders to join their clans, but apprenticeship requires years of education and training that many find gruelling.
Architecture - The manipulation of reality using particular sounds, incl. tones. See 'Tonal Architecture'.
Baths - Artificial public baths and steam rooms (saunas) were a popular fixture of many larger dwemer settlements, particularly in Vvardenfell where they were often powered geothermally. These spaces were open to dwemer of all backgrounds and visiting outsiders, and were a core leisure and social space where dwemer would relax, socialise, trade gossip, arrange to meet others, and even make informal business/work agreements.
Battle of Red Mountain - Final event in the War of the First Council. The dwemer lost heavily: Dumac was slain and Kagrenac felt driven to draw power from the heart of Lorkhan (presumably to activate numidium early), which lead to the cataclysmic event where all dwemer disappeared instantaneously.
Brass - A unique alloy used by the dwemer in construction and in tonal architecture. Notable for its ability to produce a range of sounds clearly and easily through physical manipulation, hence its architectural importance.
Bthemetz - A figure in dwemer origin myths; one of many dissident scholar-priests that revolted against the containment of knowledge along caste lines. Famous for being martyred. In the early 200s, was discovered, not dead but frozen outside of time, imprisoned in a hidden pocket realm. Following this discovery, a brass 'chassis' was constructed to allow her to interact with Nirn remotely. This allowed her to train as an architect and reach prominence in dwemer society. During this time, she worked closely with Kagrenac and became her romantic partner. In the 650s, voiced a dissenting opinion on the construction of Numidium.
Chief - A recognised expert in a dwemer clan. Clans each have their own process for recognition and categories of recognition. Typically recognised through the suffix -ac in names.
(Clan) Bzanth - One of the three influential Dwemer clans that preside over Red Mountain. A highly influential, forward-looking clan with strong early interest in Engineering; helped spearhead Tonal Architecture as a discipline. As the Clans unified and Resdayn formed as a political entity, its culture - its fashion, jewellery, & art in particular - spread quite widely. When a chimer pictures a dwemer, it's likely they picture a Bzanthan. Dumac hailed from this clan; Kagrenac was informally adopted by it after she fled her own in the Nordic Invasion.
(the) Call - The process by which Kagrenac alerted, selected, and readied the dwemer for apotheosis. Some hypothesise this was achieved through analogue radio technology; others believe the dwemer either naturally had or had attained some degree of telepathy (perhaps through connection to the heart). A third theory posits that an oral signal was audible acorss tamriel, but only trained dwemer could recognise it as tonal architecture. Regardless of means, this process allowed Kagrenac to select each and every dwemer for apotheosis.
Choir - The 'secondary participants' of a debate, who often participate after the main speakers have held the floor. This is somewhat ironic term/mistranslation - rather than singing in harmony, the choir is notorious for sewing discord and complicating debates rather than resolving them. The dwemer don't necessarily see this as a negative thing - preferring this to unthinking obedience.
Core - Another term for the Heart of Lorkhan.
Clan - Community. The core unit of dwemer society. These can vary in size, but on average compose of 200 - 500 people. Typically a clan occupies one settlement and has a strong sense of regional/local identity, with its own dialect, cuisine, customs, religious practices, and economic strengths. However, larger dwemer cities could comprise of multiple clans, especially during historical periods of unification, e.g. First Council era, and there are long histories of diverse clans cohabitating peacefully.
Debate (n.) - The process by which many, if not most major architectural, academic, technical, and political decisions are made in dwemer clans. How these are conducted and their relative importance varies from clan to clan. Some clans are highly horizontal and involve frequent public debate, others are more technocratic, have more established hierarchies and defer to expertise and hold public debates less frequently. Regardless, public debate, dissent, and discord is valued highly by dwemer and often seen as a point of heritage and pride.
Debate Hall - The place where formal Debates take place. Every clan has these.
Disappearance of the Dwemer - After Kagrenac used the profane tools on the heart of Lorkhan, drawing its power into Numidium, the dwemer all vanished. No one knows where they disappeared to, if anywhere. Common dwemerologist theories include: 1. no longer exist ('null theory'), 2. went elsewhere ('displacement theory'), and 3. achieved their aim ('apotheosis theory'). Outlier displacement theories include that they are embedded in Numidium's brass chassis, or, more bizarrely, the Heart of Lorkhan itself. There is no conclusive evidence for any of these hypotheses.
Dumac - (lit.) 'Chief of us'. A high-profile lawyer-turned-diplomat from Red Mountain who was fundamental in forging the initial alliance between the eastern dwemer clans in the 300s, the alliance that would allow the First Council to be formed. While not a 'king' or a recognised singular leader (the dwemer do not have one), a figure of great political importance who carried a great deal of respect. Sometimes referred to as 'Dwarf-Orc' by the chimer and others due to his mixed heritage.
Dwemer - literally 'deep people'. A number of elven communities, or clans, who are traditionally based in the northern half of Tamriel. They are often characterised by 1. communal living, often in (semi)-subterranean dwellings and cities, 2. religious practices that do not revere et'ada, and 3. a cultural/religious commitment to debate, intellectual discovery, and the forces of logic and reason. In the first era, they were also renowned for their breakthroughs in automation and science.
Dwemereth - A term for all dwemer territories, real, historical, or sometimes imagined. Typically refers to pockets across the north and north-east of Tamriel where dwemer have historically settled. Has unionist/centralist undertones; may suggest an imagined, idealised political union of all dwemer clans and peoples when invoked. This is not political union of 'all dwemer under Dwemereth' is not idea that every dwemer or clan supports.
Dwemeris - The mutually intelligible languages spoken by the dwemer. Sometimes referred to as 'dialects' of Dwemeris, each clan typically has its own, in addition to a 'standardised' dialect largely used for trade. In mythology, these were believed to have been constructed in order to preserve the secrecy required for pursuit of goals considered 'ungodly' by others. Thought mostly 'lost' since the dwemer's disappearance. While syntactically and phonologically distinct from aldmeris and related languages, it has some occasional lexical overlap (e.g. 'mer'), that perhaps calls into question the belief it was entirely constructed in opposition to aldmeris.
Dwemerologist - non-dwemer who have dedicated themselves to the archeological, anthropological, and scientific study of dwemer and their creations following the battle of Red Mountain. Often wrong.
Earth Bones - Laws of nature that form 'the backbone' of existence on Nirn. Formed of minor spirits - Ehlnofey - who remained while the Aldmer, the ancestors of all elves, fled to Admeris. Mythologically speaking, it is believed ancient dwemer dedicated themselves to the study and preservation of Earth Bones (and some argue, also Lorkhan) prior to their discovery that they emanated tones that could be manipulated. In any case, in modern usage, the Earth Bones remain important as an object of study for tonal architects.
Empire (e.g. 'Second Empire') - Dwemerologist terms in aldmeris for historical periods and political domains of dwemer. Arguably inaccurate - one would not consider these periods imperial in the sense that there is a political core and periphery governed by an emperor and/or their council.
Exile (n.) - Considered the most severe penalty short of capital punishment. Clans do not have the resources nor the space for incarceration; convicted criminals are instead exiled. Depending on the crime (and the current state of inter-clan affairs), this can simply be from a single clan, or from Dwemereth more generally.
First Council - An alliance of several eastern dwemer clans and adjacent Chimer houses, established in the late 300s to drive Nordic occupiers out of eastern Dwemereth + chimeri territory. After victory in 1E416, this alliance was formalised as a political agreement, leading to the creation of Resdayn, that lasted until the War of the First Council.
Gender - The dwemer are largely ambivalent to social categorisation along gendered lines. There are no roles, appearances, or behaviours specific to 'men' or 'women', they do not gender their children at all, and do not recognise a strict binary of gender along the lines 'man' or 'woman'. If the dwemer engage with gender at all - which many do not - it is something they experiment with and play with as adults, where 'woman' or 'man' is as common as 'sometimes woman, occasionally man, often a secret third or fourth thing' or 'all genders' or 'no genders'. This is largely regarded as up to the individual and while by no means necessarily a secret, certainly isn't a matter of public record. Dwemer do not have gendered forms of address, including personal pronouns. 'woman' and 'man' are themselves loan words. In Aldmeris, dwemer are typically referred to as he/him by outsiders, regardless of their gender or lack thereof, and many outsiders find the dwemer's ambivalence towards gender confusing. As a rule, the dwemer do not bother correcting or educating them, considering the matter (and the outsiders) beneath them.
Hair - Well-groomed, well-maintained, long and prominent hair and facial hair are a point of cultural and personal pride for most dwemer. Typically grown long, these are often braided, beaded, and decorated, though its exact length/style depends on life stage, clan custom, and personal preference. Most adult dwemer can (and do) grow beards, regardless of gender - though artificial, ornamental brass attachments are sometimes used instead, for those who cannot grow beards or for those have shaved them, and prefer them as a fashion choice. Choosing to shave one's hair and beard usually indicates that someone has decided to leave the clan permanently and is a fairly drastic choice to make.
Grand Debate - On important occasions recognised chiefs from across the clans would gather to debate matters of great import, typically in Red Mountain (seen as the 'de facto' capital by Resdaynian centralists). During the First Council era this rare occurrence became more and more frequent, particularly amongst Chief Tonal Architects, who often had less of an allegiance towards a particular clan and more of an allegiance to themselves as a group, or to Dwemereth as a whole. Sometimes 'grand debate' is invoked to refer to the dwemeri tradition of debate.
Heart of Lorkhan - Torn from Lorkhan, the et'ada who plotted the creation of Nirn, and tossed into the sky until it landed somewhere on the other side of Nirn. The dwemer aren't awfully interested in that mythos - though may have been more historically invested in Lorkhan than they let on (see Lorkhan), with some historians proposing that the (re)discovery of the heart had always been a secret intention of the dwemer. For the modern dwemer, its relevance is more immediate - the heart was discovered at some point in the first era, became core to Tonal Architectural theory and practice, and was meant to be put to use, eventually, to allow the dwemer to apotheosise through Numidium. They kept its discovery and location a secret, and hid it from their political allies, the Chimer. The eventual of this secret by Voryn Dagoth triggered the war of the First Council.
Kagrenac - lit. 'Chief of Tones'. Chief Tonal Architect of the dwemer. Rather unique, in that her chief title refers to the dwemer and not a clan; this is due in part to historical circumstance, as her clan was effectively destroyed during the first Nordic invasion in 180, leaving her clanless (she has never formally joined another, though was unofficially recognised by the clan where she completed apprenticeship). Pioneer of the field of tonal architecture. Sought to achieve apotheosis for her people, the dwemer, through tonal architecture, and used the heart of Lorkhan and Numidium as conduits for this process. Created three tools to allow her to engage in this process. While the dwemer do not recognise singular leaders on principle, Kagrenac was considered by some the de facto leading political voice amongst the Resdaynian Dwemer by the 600s, and had reach and influence that extended outside the First Council allied clans. Others have contested the claim Kagrenac 'was effectively an autocrat' by the late Resdaynian period as exaggeration that puts too much stock in rumour. A deeply influential figure, both amongst the dwemer and outside of Dwemereth.
Lorkhan - Et'ada who plotted the creation of Nirn. Purported by some that the breakaway faction of aldmer who later became dwemer were dedicated to the preservation of the remains of those that formed Nirn: the Earth Bones and Lorkhan himself. Regardless of whether this is true, it does appear that some of the ancient proto-dwemer did revere Lorkhan (somewhat unusually for an aldmer-descended people). Bthemetz is one such an example herself, being a low-ranking priest of Lorkhan prior to martyrdom.
Numidium - Large construct, designed by Kagrenac and a team of architects to be a conduit for dwemeri apotheosis.
(Clan) Lzrent - Formerly situated at the Northernmost tip of Tzraka's Spine (the Velothi Mountains), Clan Lzrent was known for its mysticism, sapphires, and its great library that once claimed to host three Elder Scrolls. During the Nordic Expansion into modern-day Morrowind in 180, the city of Lzrent was destroyed, leading to the mass displacement and eventual death of the clan. Many refugees travelled south and east towards the Deshaan Basin and Vvardenfell; notable amongst their number is a young Kagrenac, who was 18 when they fled Lzrent for the Bzanthan Architects of Red Mountain.
oma - Familial, gender-neutral term for grandparent. Similar to grandma/grandpa.
"Priest" - An alternate title for tonal architects, used primarily by non-dwemer. While often this title is scorned by dwemer, who find the religious traditions misapplied to their customs quaint and laughable, it recognises the key religious and philosophical role tonal architects played in dwemer society. While largely forgotten/ignored, the ancient dwemer did have once have both traditional priests and god-worship in the Early Merethic era, before deciding to abandon god-worship in their religious practices.
Resdayn - The shared territories of the eastern clans and the chimer houses that formed the First Council, following the defeat and expulsion of Nordic occupiers. Lasted from 416 - ~700.
Sabbatical - A lengthy time away from the clan, typically for research purposes, to another clan or outside of Dwemereth entirely. Often refers to the sabbatical many dwemer take as young adults as a rite of passage. It is typical for a dwemer to finish their apprenticeship with a sabbatical (though they may take sabbatical later in life), and these periods away are often seen as fundamental for not only personal growth and self-directed academic study, but also for maintaining healthy inter-clan relations and developing ties elsewhere.
Tone - A unit of sound emitted by the earth bones, in accordance to the rhythm and time set by the Heart of Lorkhan. This sound can be manipulated, re-created, and used to re-shape reality.
Tonal Architecture - The academic study of sounds that compose existence. Tonal Architects, those who pursued this field, believed existence on Nirn was orchestrated by a complex array of sonic emissions, which they termed tones, and believed these tones could be isolated, identified, and then manipulated to re-shape reality (both in and beyond Nirn) through the composition of their own "music", or as the dwemer term it, 'architecture'. This field was pioneered and invented by Chief Tonal Architect, Kagrenac.
Twelve Tones - A core theory of tonal architecture that posits, in contrast to the 'wheel of eight spokes theory' of nirn's existence, that instead the world can be understood as a series of twelve distinct tones and their subcomponents (semitones, demisemitones, etc.), orchestrated by the earth bones and the heart of lorkhan.
uma - Familial, gender-neutral term for parent. Similar to mum or dad.
White - A colour used for mourning. Implies that the dwemer is not going to work (as white stains easily) and must rest. A dwemer may wear more or less white depending on their relationship to the deceased and where they are in the mourning process.
a headcanon I go back and forth on because it's possibly too edgy is that I think that, if a chimer seeks to apprentice themselves to a dwemer, become a member of a dwemer clan, and live as one of them (which is perfectly possible in my fanlore version of things), they are generally requested, in most clans, to sever the connection with the ancestral spirit they were tied to.
Understandably, a lot of chimer considering membership - including those with dwemer ancestry - will often back out or refuse once they realise that's asked of them. From a dwemer POV this is part of the 'please leave your petty gods at the door, they're not worth your time' policy to membership - they think they're being indiscriminate given they ask & expect people to leave behind worship of aedra and daedra, why not ancestral spirits too? From a chimer POV this is horrifying though.
It should be noted that severing a connection would not make it impossible to summon that same spirit and communicate with them, it would just take a ritual summoning as per usual to contact them, with some likelihood and failure, compared to a bound ancestral spirit which can appear at will on occasion. It is still considered too far though by some.