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  1. The Elder Scrolls: The Age of Myth
  2. Lore

H. The Orsimer

Overview

The Orsimer, or Orcs, are a relatively young Merish people during the Late Merethic Era. Their origins are tied to the transformation of Trinimac and the followers who remained loyal to him during the Velothi religious conflict. The best-known traditions hold that Trinimac was defeated and transformed through the actions of Boethiah, becoming Malacath, while many of his followers were likewise changed into the Orsimer.

By the Age of Myth, Orsimer communities are already scattered across western and northern Tamriel. They possess their own clans, strongholds, religious traditions, crafts, and military customs, but no permanent unified Orsinium yet exists.

Trinimac and Malacath

Orsimer origins cannot be separated from Trinimac, the great warrior deity of the Aldmer. Later traditions describe him as one of the strongest defenders of the old Aldmeri order and an opponent of Veloth's teachings. His confrontation with Boethiah ended in a transformation whose exact nature remains disputed.

The most widespread account identifies the transformed Trinimac with Malacath, the Daedric Prince associated with the spurned, the outcast, vengeance, and harsh survival. Other traditions maintain that Trinimac and Malacath are not truly the same being. Even among later Orcs, this question remains contested.

For the campaign, the transformation should remain mythically real but not perfectly explained.

Religion and Identity

Most Orsimer communities look to Malacath as their patron and protector. His religion gives meaning to exile, hardship, loyalty, revenge, endurance, and the defense of those rejected by outsiders.

Malacath's followers do not necessarily seek suffering for its own sake. Hardship instead proves strength, while betrayal and broken oaths carry serious religious weight.

Some Orcs may still preserve older traditions associated with Trinimac, particularly in communities closer to Altmeri influence or among families that interpret the transformation differently. This creates genuine theological disagreement within Orsimer society rather than one perfectly uniform faith.

Clans and Strongholds

Orsimer society is primarily organized around clans and fortified settlements.

A stronghold may contain several extended families under a chief, supported by smiths, hunters, warriors, herders, miners, healers, and spiritual authorities. Larger clans can control valleys, mines, mountain passes, pasture, or trade routes.

There is no single Orcish kingdom controlling these communities. Alliances between clans are often temporary and shaped by marriage, trade, blood debt, common enemies, or powerful chiefs.

This political fragmentation is one reason outsiders often underestimate Orsimer society.

Law and Custom

Orsimer communities rely heavily on customary law.

Later traditions preserve the idea of a Code of Malacath, but the precise form of that code may vary between clans and should not be treated as a single written legal document in the Merethic Era.

Oaths, compensation, strength, kinship obligations, hospitality, inheritance, and vengeance all matter. Disputes may be settled through negotiation, payment, ritual judgment, personal combat, or intervention by clan authorities.

A chief who cannot maintain respect or protect the clan may find their position challenged.

Smithing and Craft

Orsimer are renowned for metallurgy and practical craftsmanship.

Their weapons and armor favor durability, ease of repair, and effectiveness over delicate ornament. Mining communities produce iron, copper, and other metals, while stronghold smiths often occupy positions of considerable importance.

Orcish craftsmanship should not be portrayed as crude. Its aesthetic is functional, heavy, and direct, but skilled smiths can produce excellent arms, tools, fittings, and armor.

Knowledge is frequently preserved through families and apprenticeships rather than large scholarly institutions.

Settlements

Orsimer settlements are designed for defense and self-sufficiency.

Mountain strongholds may use stone walls, timber palisades, watchtowers, communal halls, smithies, livestock pens, storage buildings, and protected water sources. Settlements in colder regions rely heavily on fur, hide, stone, and thick construction.

Because many Orcish communities occupy contested frontier lands, architecture often combines home, workshop, and fortress.

A stronghold is both a settlement and a statement that the clan intends to remain.

Economy and Trade

Although outsiders frequently imagine Orcs as isolated, many clans participate actively in regional trade.

Orsimer exchange metalwork, ore, hides, livestock, weapons, tools, and military service for grain, textiles, luxury goods, salt, magical supplies, or products unavailable in their territories.

Some clans control strategically important mountain passes and may charge tolls or offer protection to merchants.

Trade relationships can exist even with peoples who regard the Orsimer with suspicion.

Warfare

Warfare occupies an important place in Orsimer culture because many clans must defend land claimed by stronger neighboring powers.

Orcish warriors commonly use heavy armor, axes, swords, hammers, spears, bows, and shields. Stronghold defenses and knowledge of mountain terrain often compensate for smaller populations.

Mercenary service also provides wealth and reputation for some Orcs.

Strength is respected, but effective Orsimer warfare depends equally on discipline, fortification, logistics, and knowledge of difficult terrain.

Relations with Other Mer

Other Mer often regard the Orsimer as fallen or corrupted relatives rather than equals.

Altmeri traditions can be particularly hostile because the Orcish transformation represents the destruction or corruption of Trinimac, once one of the great figures of Aldmeri religion. Chimer traditions remember the same event through Boethiah's triumph and the Velothi exodus.

This shared mythology creates lasting bitterness.

The Orsimer themselves are well aware that many other Mer view them as degraded descendants. Their response ranges from resentment and withdrawal to open rejection of the idea that outsiders have any authority to define them.

Relations with the Falmer and Western Peoples

Orsimer clans are widespread in the mountains of western and northern Tamriel, bringing them into regular contact with Falmer, Nedic peoples, Direnni communities, Goblins, Giants, and other local powers.

Relations vary by clan.

One Orcish stronghold may trade peacefully with nearby Falmer settlements while another fights them over a mountain pass. Western clans may work as mercenaries for Merish rulers or raid the same estates in another generation.

Orsimer politics are local enough that no single relationship applies to the entire people.

Exile and Reputation

Being treated as outsiders becomes one of the central experiences of Orsimer identity.

Many communities occupy marginal lands not because those regions are naturally Orcish, but because stronger states have driven them away from more desirable territory or refused to accept permanent Orcish settlement.

This contributes to strong traditions of self-reliance and clan loyalty.

It also explains why the idea of a permanent Orcish homeland carries such importance even before a lasting Orsinium has been established.

The Orsimer in the Age of Myth

During the Late Merethic Era, the Orsimer are still consolidating their identity after the religious and cultural upheavals surrounding Trinimac, Boethiah, and Malacath. Their clans are scattered, politically independent, and frequently surrounded by peoples who regard them with suspicion.