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Everything you ever needed to know about gnolls - history, culture, 50 plot hooks and locations for your adventures.

Official d&d gnolls are, to say the least, lame. Nothing more than dumb beasts able only to charge at you screaming, they offer almost no options for roleplaying or even interesting combat.
This post aims to expand and improve gnolls without changing their basic nature, as they’re presented in 5e. If you want to do away with it completely, that is always an option, but personally I believe the hunger motif sets them apart from other races and gives new and unique opportunities for stories.

The curse of Hunger

Gnoll are cursed, an ancient burden that has haunted their race for thousands of years. Nobody knows the exact origin of this curse, hidden by time and blood in equal measure.
When a gnoll grows hungry, their need for food increases exponentially: if normally a gnoll can be satiated with the same amount of food a human would need, a gnoll that is left with no food for a couple of days will be able to eat as much as an ogre before feeling full. After four days, the gnoll could eat its own weight in meat and barely satiate its hunger.
After a week, where any other creature would have simply died, the gnoll will have become violent and terribly hungry, able to devour a household without gaining any sustenance from it.
The Hunger is a supernatural appetite that, if it gets out of hand, explodes in an unquenchable craving.
Caresties, wars and natural disasters are a danger for every race, but for gnolls, they are a deadly threat: a community can rapidly find itself without enough food to sustain its ever-increasing need until it becomes simply impossible to handle without raiding and stealing from their neighbours and razing everything they can eat.
As the gnolls are forced to become more aggressive, their neighbours will act in kind, scared by their sudden appetite when food is scarce for everybody, and fight back. This will further reduce the food supplies, growing the Hunger.
Sometimes things go back to normal on their own, and the gnolls can resume their regular lives. Sometimes, it doesn’t happen.
In this case, the Hunger grows until the gnolls are overwhelmed, and they turn into the frenzied horde described in your 5e manuals.
The horde will rampage and eat for weeks or months, until enough of its members are dead that the few survivors have enough food to go back to normal.
Confused, tired, often in an unknown land, all they can do is try to rebuild their lives, usually surrounded by the survivors of other races that now hold a grudge against them.
The existence of a gnoll is one of feedback loops: bad circumstances increase their Hunger, Hunger makes the circumstances worse. As things get worse, nearby populations antagonize them, sometimes out of fear or ignorance, sometimes because of past experience, sometimes just out of bigotry. Helping the gnolls could avoid the entire problem, but few people realize it, and even fewer care.
Eventually, it turns into an all-out rampage, the gnoll reputation worsens, making it sure the next time it happens they will be antagonized again, all but guaranteeing the cycle to continue.
A gnoll horde can also ravage the lands of other gnoll groups, causing them to starve, if they aren’t destroyed outright. Often, these other groups will become part of the same horde that destroyed their land.
If they manage to survive, they can still be victims of the other races trying to stop the horde that rarely will attempt to see the difference between a regular gnoll and a frenzied one.

Life as a gnoll

It is important to understand: gnolls aren’t passive victims of this hunger. They can fight back, maintain their control, and if fed for enough time, force their Hunger to subside, going back to their normal state. Many gnolls manage to keep control, but when a whole community is starving and people are desperate, they end up either killed or exiled.
Once out of the community, sometimes they wander away to create new communities, other times they simply die in the wilderness, or get killed by other intelligent races that don’t care about the difference between them and the other gnolls.
Wolves in hyena clothing
These events aren’t entirely natural: there are gnolls that actively worship the demon Yeenoghu. They usually hide their cult until the Hunger has reached a breaking point, then they present themselves to the community as the solution, whipping the gnolls into a frenzy and accelerating the growth of the horde and pushing it towards violence and conflict.
Often, they are the cause of the Hunger in the first place: they secretly poison water supply, destroy crop reserves, kill herds and cause conflicts with neighbours. They will murder the wisest members of the community, remove any leader that could hold the others together in times of crisis, and make sure things go as badly as possible.
Not all gnolls are aware of the curse. Those that do will be weary of cultists, jailing or killing them on sight, and even create inquisitions to find them.
In unaware communities, the cultists can sometimes reach positions of power as shamans, doctors or advisors and manipulate the community towards a famine.
Culturally, the gnoll are a varied race: they naturally tend to spread all over the word and fragment into many small communities.
A horde, generally, will erase the story and culture of a community, forcing them to start from almost nothing.
Gnoll communities that have been able to remain intact for a long time have developed complex cultures, showing intelligence and curiosity not inferior to any human, but many others have found themselves deprived of their history over and over again, and as a result, have never had the opportunity to advance socially or technologically.
Gnolls avoid conflict, dislike mingling with other races, in the off-chance and accident escalates into something bigger, and focus mainly on having a steady and safe supply of food. This means fishing, farming and breeding animals for slaughter.
Sexual dimorphism can vary greatly between different lineages: in some, male hyenas are larger than females, while in others females are larger. In less socially advanced communities the stronger and larger members tend to dominate over the other, in more advanced ones, raw physical strength loses importance and they tend to be more egalitarian.
Advanced communities tend to grow in lush and peaceful environments where food has been abundant for centuries. They have enormous pastures, divert rivers to make their land more fertile. They have communal deposits of food and make sure to always keep abundant reserves.
Less advanced communities will maintain herds and try to settle near a water source but may decide to simply leave if life in an area becomes too hard, becoming semi-nomadic or entirely nomadic.
If a community has memories of past Hungers, they may decide to record their history in great detail to avoid losing it again, and value self-control over everything. Often, this leads to the birth of monastic groups that search inner peace through feasting.
Two communities could have wildly different traditions, histories and even languages, but sometimes very distant groups end up being remarkably similar, perhaps because a member of one was between the founders of the other, after being exiled from the first or having left it in a frenzy.


Cannibalism is a core part of the Yeenoghu cult, and it’s one of the telltale signs Hunger is getting out of control, and a community will soon fall to the curse. As a result, it’s the greatest taboo, usually punished by death. The rare exceptions are communities unaware of their curse in which cultists have taken a foothold.
Eating other intelligent races is not a taboo. It is rare, mostly because a lot of gnolls simply don’t want to, and also it’s much harder to hunt people than animals, and the repercussions can be terrible, but it does happen in times of need.
Desperate gnoll communities could start by stealing bodies from graves and kidnap people as a last resort.

Art and crafts

Because of gnoll cyclical loss of history and culture, books, paintings and statues tend to be destroyed or abandoned, and they’re not really part of gnoll culture. What has been kept through many generations is oral traditions, fables and songs, and things that remain with a gnoll through a rampage: jewellery, necklaces and tattoos.
Some of these tales and trinkets have ancient roots and can form a common bond between distant communities, even when their origins have been lost to time.
Gnolls have a rich oral tradition, with many fables carrying lesson for their young, such as “The boy in the river”, “the boisterous phoenix” and “The lazy cat and the greedy dog” that have been passed down for countless generations.

Combat strategies

Generally, gnoll are all about management and conservation of resources. A fight is to be avoided if possible, and if not it’s better to take as little casualties as you can. Often, they prefer to wait it out and let others fight with each other, come in later and scavenge what’s left or eliminate strugglers, not unlike a striped hyena waiting for a lion to finish her prey before trying to steal bites of the carcass.
They like to strike at supply lines, knowing well how easily a hungry army will break down. They always fight in groups. If they have a large numerical superiority, they charge aggressively, trying to overwhelm and end the fight as soon as possible.
In a fight, they try to wear down their enemy. For example, send a few gnolls in melee and have them kite the enemy, avoid to engage, while others pelt them with arrows from a distance, or trying to lure them over traps. If they have magic available, they like summoning creatures and using them as meat shields and summoning fog to blind the enemy, relying on their superior sense of smell.


Arcane magic is hard to develop, for gnolls. Wizard have time to study their craft only in the oldest and most stable communities, but sorcerers and warlocks can be invaluable for the survival of a smaller community, and sometimes, when the Hunger is swelling, these charismatic individuals manage to rise up, wrangle their fellow gnolls from the demonic influence, and keep them safe through difficult times.
Divine magic is common in the form of druids: gnolls are naturally attracted to anything that allows them to better understand and commune with the land. Clerics are rare, as gnolls have no god of their own.
Some believe gods existed but were usurped or imprisoned untold aeons ago by Yeenoghu himself. Sometimes they take to worshipping gods of nature or benevolent spirits of the land.


Many gnolls become adventurers because circumstances force them: exiled from their community, they have nowhere else to go and the world is full of people that will attack them on sight. Those that don’t die could try to make a reputation for themselves, either a good one, to try and improve their reputation, or a negative one, playing on people’s fears to remain safe.
It’s rather easy for a gnoll to find a place in the criminal life of a city as rogues, fighters or barbarians, thanks to their reputation, but many gnolls won’t like having to play the role of the hungry brute, for obvious reasons.
Some druid gnolls manage to get accepted into a circle.
Some become rangers and make a living guiding or protecting people of other races in wildlands that nobody else would dare venture into.
Some join a circus and live a travelling life either as a bards, performer or as an attraction. It’s never a good deal, but it beats dying in the streets, and sometimes a gnoll finds they have few other options left.
Thanks to their excellent senses and experience dealing with other creatures, gnolls can become talented alchemists, botanists, farmers and even doctors, if given the chance. Something that rarely happens.
Some gnolls take a liking to travel and do it permanently, others look for for a place to settle, or to reach a different and safer gnoll community, if they know such a place exists in the first place.


Some examples, to give you an idea of the breadth of different aspects and cultures that gnolls can develop.
  • Hiden in the Broken Hip mountains, beyond raging rivers, glaciers and banks of magical fog, is the city of Shiraz, one of the oldest and largest gnoll communities. Isolated for centuries, it has large stone buildings, large temples, a standing army and a deep knowledge of the surrounding mountains. The long isolation has made their culture very unique, but also caused many social problems: they are afraid of outsiders and ready to capture or kill anybody that bothers them.
    They aren’t completely hidden, other civilizations know they exist and trade with them, but the size and wealth of the community are known by almost nobody, and few visitors are allowed.
    Recently, a series of incompetent and corrupt leaders have caused some malcontent. The current leader is trying to propose an aggressive policy, saying they should expand and conquer, not stay in hiding and rot, but it’s an unpopular idea, for now.
    Their fur is lush, golden and black, striped. Their clothes are colourful and elaborate.

  • In the Savanna of Lang live the Ziwa tribes. A patchwork of different and only partially connected gnoll groups, some stable and some nomadic, they control a very large area where food is relatively abundant. Talented hunters and trappers with a long tradition of artificers: mountains are distant, and metal is rare and expensive. The few they have is used not for weapons but given to experts to craft tools and machinery.
    They are relatively popular with their neighbours, not only because of the work of their artificers is in high demand, but also because they have been fighting the aggressive ogre tribes in the north and east for generations, forming the first line of defence for the Savanna of Lang.
    They are matriarchal, with females being larger than males. Their fur is orange, brown or reddish, with black dots. Their clothes are light, preferring red, golden and white, with metallic decorations for important gnolls.

  • The Charred Caravan is a multi-racial group of nomads that moves through the Bawling Steppes. A few centuries ago, the steppes were a fertile and somewhat peaceful land, until the Crooked-tooth volcano erupted.
    Half the valley was burned, and the other half withered as ash clouds covered the sky for months.
    A period of chaos followed, the societies in the area broke down into wars, in-fighting and anarchy while most fled or died trying. Most gnolls rapidly fell to the Hunger, even if in that case, the gnoll horde wasn’t acting that differently from other races in the area.
    Eventually, things settled a bit, and the few left were forced to band together to survive. A single group where even the remaining gnolls were allowed. They just didn’t have the numbers to resist alone. It wasn’t a happy union, conflict and tribalism were the norm, but eventually, a functioning society emerged.
    They roamed the steppes, collecting everything they could, and still do it to this day. It’s not a large group, the land has regained only some of its health and life is still harsh. In-fighting is still present, abominations of fire sometimes crawl out of the volcano to invade the steppes, and the souls of those died in those months of ash and ruin still haunt the area.
    Their fur is grey or black, sometimes red, and longer than average. Their clothes are heavy, with fur trimmings, often patched multiple times.

  • There is a large urban gnoll community in the City of Turbia. They lived there for a long time and have gotten used to the city life, even if they never really integrated with the other races. In the past, in certain periods, they were strongly discriminated against, sometimes for political reasons, other times following difficult periods in which some were taken over by Hunger.
    Right now things are peaceful, but many issues remain, injustice is common, and the situation could rapidly degenerate. The gnoll population is too numerous and too deeply embedded in the city, it couldn’t function without them.
    They are tall, with brown and grey fur, and wear the same clothes in the same style as anybody else, even if they need to be adapted to their particular shape.

  • In the Grimgorge swamp lives the Abaloz gnoll, the Fangs of Oblivion. The swamp is a twisted and evil place, demonic influence seeped in every rock and branch. One of the residents, next to the evil druids of the Circle of Rot and the lost elven city of the Soul-feast, is the gnoll tribe of Abaloz, that has worshipped Orcus for centuries.
    Yeenoghu cultists have tried to infiltrate the tribe for a long time, but have always been caught and found a gruesome and painful end.
    The tribe is ruled by ancient undead gnolls and uses mindless undeads as servants and manpower. The number of living gnolls is low, as most of them die of natural causes (necromantic energies, combined with the swamp toxicity, could make an otyugh sick), violence, trying to leave, or are sacrificed in the tribe bloody rituals.
    Only the best and most dedicated to evil survive until they receive the honour of being killed and raised in their lord name.
    The Fangs routinely leave the swamp to raid their neighbours and are well feared. Their fur varies from pitch black to light grey, with black stripes, often covered in blood, bones and filth.

50 Encounters

1 A frail gnoll named Gary lives with his only kid, One-leg Timmy. His wife died years ago, in a workplace accident. He’s sick, and so is young Timmy. He can afford medicine only for him, and not for himself, and barely has the money for it. It’s not enough anyway, and the son is weak.
One-leg Timmy asks the players to come into his room, and from under his bed pulls out a box with 15 copper pieces and a roughly made hyena doll. He explains that his dad made it for him when his mother died, and it’s his best friend.
He always wanted to travel the world and see new places, outside the city, but he knows it’s impossible. He’s too poor and weak, he wants to hire the players with all the money he has collected, 15 copper pieces, to bring the doll with them so at least he can be happy.
2 A gnoll works as a bodyguard for a local small-time crime boss, but in a fight, she accidentally wounded a more important criminal, and now both guards and goons are on her tracks. She seems to have disappeared.
3 A bunch of gnolls are forced to work on a farm, they’re in debt, and their contract is set up so that their debt keeps increasing, no matter how much they work.
4 A travelling gnoll was passing through the city, when she got robbed. Penniless, she now sleeps in the streets, hoping to find a way out of town, and happened to crash nearby the players’ inn.
5 A gnoll enclave has formed in the sewers, eating the city wastes, fighting rats, criminals and the beasts that live down there for the territory. The city isn’t happy about them, even if technically they’ve never hurt anybody. Well except the criminals.
6 A gnoll with years of experience adventuring has arrived in town, he carries dozen of strange and unique recipes from all corners of the world, many that he personally invented, with ingredients never seen before in this land. Some are suspicious, there seems something odd about his food. It’s… too good.
7 A gnoll has been taking over the town underground scene, her brutal cunning and cunning brutality have taken the local gang by surprise, and her rise to power seems unstoppable. Voices say she’s preparing something big to consolidate her power.
8 The lord, worried by the increasing presence of gnolls in and around the metropolitan area, has issued a directive to have all of them arrested and jailed or expelled. Some try to escape, others go into hiding, some are captured, despite having done no wrong.
9 A local noble, during a hunt, encountered and killed a group of gnolls. Now the rest of their community is knocking at the town doors, and they aren’t happy.
10 An old gnoll settled into town, and starting cooking food and sharing it with poor people. Rapidly, her popularity grew, and now she’s become a somewhat famous town personality. Her attitude of sharing and caring for others asking nothing in exchange has impressed many and angered many more.
Low level
11 A gnoll historian walked into town, asking to check out the library, apparently looking for mentions of gnolls in old texts. They laughed in his face, but he didn’t relent and is still in town.
12 A hunter strayed too far from her community territories and has been arrested for trespassing in the royal woods.
13 A wounded gnoll rushes out of the forest. Cultists of Yeenoghu are hunting him and could desperate enough to ask the players help.
14 A wounded gnoll rushes out of the forest. She’s a cultist, on the run from her people, and could be desperate enough to ask the players help.
15 A ranger has been chased by some wild animals, and now he’s lost and wounded, still hiding from the beasts.
16 A young gnoll with some druidic talent is trying to join a circle, the druids are split, with the majority that categorically refuses to let her in.
17 A gnoll walks into town asking to buy a bunch of sheep and hire somebody to protect them on the way back to his village.
18 The players find a dead gnoll, half-eaten by scavengers. She was carrying a message that looks to be quite important.
19 The players find a living gnoll, he has been captured by a hag and thrown into a cage, soon to be boiled and eaten. He is carrying a message that looks to be quite important.
20 Some gnolls have been hired as mercenaries by an ogre mage that promised them a magical source of food for their community. Eager to please him, the gnolls are brave and energetic.
21 A human lord has secretly hired gnolls to raid the land of his rivals. Every crime this band of gnoll commits could be blamed on a nearby community that isn’t involved at all.
22 A group of elves arrived to kill gnolls in a sort of ritual hunt, and “cull the eyeblight”, as they call them. Interfering with them is strictly forbidden by local authorities, to avoid a diplomatic incident.
23 Locals are afraid of a nearby gnoll community and ask the players to capture one of the gnoll rangers that have been spotted lurking around, for interrogation.
24 A scholar wants to study gnolls, the player will have to protect them and convince the gnoll to let themselves be studied.
25 A local university wants to capture at least 4 living gnolls so they can be studied. Some will be put in an enclosure and observed, others are to be vivisected. If the players refuse, others will be hired.
Medium level
26 A group of gnolls has gained the protection of the god of nature, and are now protected from the Hunger. They live as trappers and hunters, protecting their little corner of the forest, as druids and rangers. It’s a small community that avoids meeting with outsiders, unless necessary to protect their land.
The players could stumble into them by accident, falling into the traps that litter the forest or be asked to dispatch them by worried locals that have spotted them in the woods. Thanks to u/Fortuan for this one.
27 A gnoll cultist has been raising bodies from a nearby ancient battlefield, and his army of skeletons grows by the day. He promises to storm the nearby human lands to steal everything they have, and many gnolls are at least intrigued by the promise of prosperity.
28 A repented gnoll cultist is on the run, numerous cultists accompanied by those demon hyena things that I’m pretty sure are in Volo’s guide that I can’t quite recall the name of.
29 A gnoll community is escaping from their mountains following a harsh winter, they’re in a hurry to find new territories and avoid to get involved in local conflicts, especially because their food reserves aren’t great.
30 A nomadic community has arrived in the area. Their customs are different, and all sorts of crimes get blamed on them. Hard to say how much truth there is in it since the gnolls aren’t very collaborative and don’t seem interested in being liked.
31 A well-dressed and apparently cultured gnoll has arrived in town, looking for some other community nearby. She says she’s an envoy from a very distant gnoll community that is old, wealthy and powerful. Some think this is ridicolous, it must be some sort of joke. The gnoll wants to hire bodyguards and guides.
32 Half a dozen gnolls are protecting three carts filled with tools, armours and weapons, trying to get them to their village. The road ahead is long and dangerous, but they have no money to hire helpers, and who would even accept?
33 An elf historian wants to explore the ruins of an ancient village from which, a thousand years ago, a massive gnoll horde departed. Apparently, their evil was so great, some of it still lingers in the ruined community, and strange things shamble in the dark.
34 A warlord gnoll tried to unite various communities… and failed. He was kicked out with a few of his followers, and he’s currently trying to rebuild his reputation. He may be a fearless warrior, or a sad fool putting up an act, hard to say.
35 A river has been diverted, causing a lot of issues to the locals. Some say a gnoll community in the mountains did it? Ridicolous. And yet… The players are sent to investigate.
36 A group of merchants has been robbed and killed by gnolls desperate for food. The players may learn they tried to buy it regularly but were denied it multiple times.
37 A giant has taken over a gnoll community, sending them to harass others. The giant is powerful, and his grip on the community strong.
38 An ancient, perhaps extraplanar, library is asid to hold knowledge about gnoll communities that lived a long time ago
39 A community has stolen a magical cornucopia from a wealthy noble that wants it back.
40 A young dragon is targetting local gnoll villages, since they’re easier to take advantage of than humans, and tension is rising.
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41 a hero gnoll is rallying multiple communities. Is she gonna attack the nearby humans? Or is she preparing to face something else? Maybe she simply wants power. In any case, other races won’t let it happen so easily.
42 A starving community was approached by a demon that now rules them, and is converting them to the cult of Demogorgon. Cultists of Yeenoghu want to stop them. This bizarre confrontation has created a slew of mutated gnolls, abominations and other horrors.
43 Legends say a lost, forbidden and cursed library in hell hides the origin of the curse and, perhaps, a way to break it. The information was found carved on a gnoll skin, on a stone altar in a marsh in the middle of a dead forest.
44 A bunch of gnoll communities are moving to the same place, nobody knows why. There is a lot and surely not enough food for all. Raiding has already started.
45 a whole village was burned by angry dwarves and it’s now spawning an army of burning, hungry undead gnolls that ravage the land.
46 Yeenoghu has sent a powerful champion to take control of various tribes. Its simple presence makes the land rot and animals die.
47 A gnoll says he’s been cured of the Hunger, and other gnolls can be cured as well. All they have to do is capture elves and sacrifice them in an ancient underground temple.
48 A large gnoll city has been found hidden in the mountains, some suspect they are hiding some treasure, and nearby kingdoms are preparing a large-scale invasion, with the blessing of the church, always happy to see such wicked creatures be culled.
Who knows what dastardly deed they are up to.
49 Nothing grows in the valley anymore, the rivers have turned into toxic red sludge, cattle is so thin you can count their bones, and a black liquid oozes out of their mouths.
Somebody says they have seen some gnolls in the mountains around the valley, carrying bones, totems and strange symbols, and every night a monstrous laugh echoes through the valley.
50 Vampire gnolls have arrived. Their innatural Hunger has been amplified a hundredfold by their newfound thirst for blood, they are restless and eternally hungry, and nothing seems able to stop them. Every night, entire villages are demolished.
submitted by dIoIIoIb to DnDBehindTheScreen


Zurin Arctus or: How I Learned to Stop Worrying and Love the Bot

The Rules

In a recent thread, there's been a lot of discussion about what exactly happened with Tiber Septim and the Numidium. I hope to make that clearer here, with one stipulation to appease people who are much too annoyed by Michael Kirkbride to consider whether or not what he says is in line with the tone, themes, and mechanics of the rest of the series. It, as such, is that I can't use any unofficial sources, that is to say no sources from anywhere but Elder Scrolls games and stories put out by Bethesda or Zenimax. To be clear, I think this is generally not a great thing to do, but I'm also not interested in continuing the years-long arguments over what canon is. So for the sake of simplicity, I'm using a more conservative limit.
That said, I think it's important to give a general understanding of what the Numidium is, what it does, why it was made, and how it had been used prior to its acquisition by Tiber Septim.

A Mushroom Cloud and a Perchance Acorn

The Mundus is, to some degree, made constant by the presence of metaphysical constructs called Towers. While much has been written about them outside official sources, their existence and the existence of their power sources(Stones) have been confirmed officially. In Aurbic Enigma 4, we're given a pretty succinct explanation of how they work. Direnni Tower established the rules for all the Mundus and its Earthbones, and the other Towers were constructed to make more stories with rules building on those set by Direnni. We're also told about an artifact, the Staff of Towers, made to resemble the rules of the Towers in one object.
Before we delve further into the Staff, I think it's important to consider first its creator, King Anumaril. According to The Whithering of Delodiil, Anumaril was the lord of the city Abargalas and pledged to Molag Bal. It was under him that a siege was to be undertaken against a rival city, Delodiil, which was pledged to Meridia. Anumaril was insulted by the lack of interest the people of Delodiil had in his temple to Molag Bal, so he went to war with Delodiil. He failed, and Abargalas was destroyed.
As worshiping Molag Bal might suggest, Anumaril and Abargalas as a whole gained prominence through domination. Renowned mercenaries populated the city. But domination seeped further into the cultural ethos of the place. Or at least, further into the heart of its lord. Anumaril was a master architect. However, it was even present in his creations, including the Staff of Towers. The Staff was split into segments which bore the stories of the Towers they mimicked, though strangely, there was one fragment that mimicked a Tower that hadn't yet been made. A brass segment was among the other pieces of the staff, for the brass Numidium who was yet to be.
Though, it's not necessarily clear that Anumaril knew about Numidium. Instead, I think it's more likely that Anumaril's combined knowledge of architecture and will to dominate led him to the same place the Dwemer would someday reach. The Aurbic Enigma is useful again here, which I will leave to its own words:
For Anumaril had hoped to convert Green-Sap into White-Gold, and thereby make the Heartlanders' realm anew. However, Anumaril did not know, and was not able to know, why his plan went awry. You see, Ayleid magic is about Will, and Shall, and Must—but under Green-Sap, all is Perchance.
Anumaril was forced to flee with many other Ayleid after Alessia's revolution, and Anumaril trusted other Ayelid with fragments of the Staff of Towers. They took them to the corners of Tamriel. Though his, the White-Gold fragment, was taken with him to Valenwood, where he chose to flee. His goal, as stated in the Enigma, was to force reality to grant him his homeland again, how he wanted it. Where he was at the top. To transcend to a point where no one could deny his will. But the stories were incompatible, and so he sat, arranging his bones into the world he wanted, until the Second Era.
During the Interregnum, his heart was disturbed, and almost used to subjugate minds of the people of Valenwood. These events on their own aren't massively important here, though it shows what the core of Anumaril's spirit was, and why he would make the Staff of Towers to begin with. The Staff would later come into the possession of the Psijics, to keep its power of domination from being used.
Regardless, Anumaril's will endured in others, inspired by the laws dictated by the Towers. And, like Anumaril, some of them realized that to enforce one's will on another is to deny them their own. That is where Numidium was born.

I am become NM, the Denier of World

The Dwemer, delving deep into Red Mountain, found the spot where Lorkhan's Heart had been sunk at Convention. Sacrilegious as their culture was, they began work on utilizing the Heart of the world as a source of power. Faith in what could be wasn't the style in their deep halls. Reason, separating what was and what wasn't to achieve power, was the consensus domain of the Dwemer scholars. And the Heart was powerful. But the Dwemer, at least on the surface, were not.
The Nords, at this time, had established their First Empire, spanning from High Rock to Morrowind(but not Vvardenfell). Near the end of the First Empire were the days when the Heart project were coming to fruition: the Numidium was created. There are few then who can speak for what things were like for the Dwemer whose words can reach us, though among them is Yagrum Bagarn. Bagarn is a corprus-infected Dwemer who only survived the mysterious fate of his culture through not being present in the Mundus when that fate manifest. He was a master crafter under the architect of the Numidium, High Priest and Magecrafter Kagrenac, and he was involved in the creation of Numidium. On Kagrenac, he has this to say:
I could not match the genius of Lord Kagrenac, but what he could envision, I and my colleagues could build. All of that is gone forever. I still retain my cunning, but my hands and eyes fail me, and my memories have long faded. My only consolation is each day to mock the gods who destroyed my race, and condemned me to this bleak existence.

Kagrenac and his tonal architects, among them Bthuand Mzahnch, believed they could improve the Dwemer race. Others argued that the attempt would be too great a risk. The war with Nerevar and the Dunmer may have led Kagrenac to carry out his experiments prematurely. Although this book argues that nothing disastrous could result, the disappearance of my race argues otherwise.

Kagrenac recorded every step in his manufacture and testing of enchanted items. His journals will record any modifications or enhancements made to his original designs.

Kagrenac carefully planned all his projects in advance. His planbook will have all his original designs. I don't know where the planbook might be.

Lord Kagrenac, the foremost arcane philosopher and magecrafter of my era, devised tools to shape mythopoeic forces, intending to transcend the limits of Dwemer mortality. However, in reviewing his formulae, some logicians argued that side effects were unpredictable, and errors might be catastrophic. I think Kagrenac might have succeeded in granting our race eternal life, with unforeseen consequences -- such as wholesale displacement to an Outer Realm. Or he may have erred, and utterly destroyed our race
This paints an image of a person not unlike that long gone Ayleid king. Someone brilliant enough to replicate the stories that govern the world, down to meticulous detail. Someone who wanted to transcend the limits placed on his people. A thinker few could ever have rivaled in his day, with a will to enact their visions for the world on it. And yet, a failure. Bagarn's hope that he succeeded is betrayed by his grief-filled curses to the gods he and his comrades abandoned.
While it's not too uncommon to hear about Numidium being a Tower, I think it's also important not to neglect its original location. Red Mountain is, itself, another Tower. I doubt this was lost on Kagrenac, and though he didn't have something that could manifest the effects of any Tower at a smaller scale, he did have two proper Towers to himself. One Tower to enforce the story of Resdayn, that the Nords hadn't yet taken from them. And one Tower to deny the Nords, or the Orcs who fought with them, or even the Chimer that helped to defend Resdayn any hold over the fate of the Dwemer. There could be no god to stand in their way, for Kagrenac and the master crafters had made their own god, to deny the power of any and all who could oppose them.
... or at least, that's the common belief. Some might say, perhaps out of spite or maybe out of resistance, that Walk-Brass is not the ultimate denial. Kagrenac's desperate attempt to utilize the Tower to save his people at the eleventh hour, which then seems to have backfired, may not be a direct consequence of the power of Numidium.
I have, in previous discussions, seen people who would like to assume that Numidium does not deny simply because Michael Kirkbride says it does. They say they would like an official source that directly says this is what Numidium does, and when presented with examples that don't directly state this function of the Numidium but do demonstrate it, they deny the source is being interpreted correctly. They are, to put it simply, wrong. There is nothing to help them build their case, and they have nothing but stubborn denial towards some unofficial writings they dislike. So they deny that there could be anything in-line with those writings in canon. I will, however, show that they're wrong.

Kagrenac's Monsters

Back before that Red Day, for centuries, Tamriel had entered an extremely unstable period. Southward, particularly in Cyrodiil, a singularity of thought had gained prominence in the Alessian Empire and was enforced brutally. This singularity of thought was embodied in the beliefs of the monotheist Alessian Order. While many of their individual doctrines are unknown to us, we do know that there was thorough anti-mer sentiment to them. A particularly highly ranked faction within the Order, the Marukhati Selective, became particularly concerned with this. Their Exclusionary Mandates, co-equal principles that governed their order, describe opposition to their ideals as Aldmeri. And to expunge the meri influence from their one god, Akatosh, who revealed himself to Alessia, they broke the bindings on him.
This was the start of the Middle Dawn. The thought of the Selective was that Akatosh had been sullied and corrupted into Auri-el, a blight on the world made manifest in every elf. Their chants make clear their thought on what is to be done about elves.
The Archimonk's Dream
To sleep, to dream, of Tamriel
Unsullied by Anui-El.
Man-ape, tell us.
Maruhk, guide us.
What child of Man could fail to be
In bliss if Nirn were Elven-free?
Man-ape, tell us.
Maruhk, guide us.
We willing march to heed your call,
Devoted, pious, one and all.
Man-ape, tell us.
Maruhk, guide us.
Your mandates we embrace.
And in another, they unify around their sacred hatred.
My very inner organs swell
When I am called upon to tell
Of glory in expunging Taint
In honor of our blessed Saint
Alessia, all praise to her
Who freed Men from the hated Mer.
Thrice-bless'd are those who emulate
Her sanctified, uplifting hate.
This, this, never that.
This, this, never that.
To deny mer the chance to ever, in their minds, taint the world, the Selective began a Dragon Break. An Arch-Prelate of the Selective justifies doing so in his Vindication for the Dragon Break. Using the Staff of Towers, they began a one thousand eight year long Dragon Break, or one whose boundaries are at least that far apart. But why would they use such an object to cause a Dragon Break?
Each Tower corresponds with the story of the area around it, and Direnni the story of the world. With the brass segment, they could push at each story. This, this, never that. Men are freed from the hated mer. Woven into the story of the world, that there would be bliss if men were free. This, this, never that. The Dragon Akatosh, pure and untainted, free to run as he will until all time is expunged of the elves.
The Numidium was activated just before this period. Given the manifold stories about what occurred in that Red Moment, I think it's clear that the Numidium caused another Dragon Break, which may have influenced the one caused by the Selective. The wish of the Dwemer to deny their own mortality and their subsequent disappearance would be a strong validation to the Selective that all mer could be denied a place in the creation of Shezzar. Eventually, the Brass Tower was silent, and its fragment scattered from the complete Staff along with the others. The Order fell, and the Dwemer were gone. Both denied a place in the world they tried to make, and denied the power they sought over it, just as Anumaril had been so long before.

To Put an End to War

The First Era ended, in blood and death. And in blood and death the Second Era was born. The Reman Dynasty, and then the Akaviri Potentate, had both ended and rid Tamriel of the Second Empire. But many, especially those in the West of Tamriel, thought to install a new Empire, and brought the continent to its knees in the conflict. As ever, the people of Tamriel fought one another instead of unifying to oppose the invasion of Molag Bal, who tried to force the Mundus into himself. But these and other trials were eventually ended. A new star was rising.
Regardless of his history and historicity, someone who eventually became Tiber Septim swept through the continent and subdued most of its peoples under him in rapid succession. But eventually, his sights set on Morrowind, which at the time was experiencing some political issues that would be easy for the Emperor to turn in his favor. But instead of doing so, the Tribunal signs the Treaty of the Armistice, admitting Morrowind as a province of the empire with self-governance in exchange for the Numidium.
When talking about Tiber, it can be difficult to figure out what is fact and what is legend. While I have some reservations about The Arcturian Heresy, I think there are some important things it touches on that are worth looking at. From the Heresy:
The Underking continues to press on Tiber Septim the need to conquer Morrowind. The Emperor is not sure that it is a wise idea. ...The Underking wants his vengeance, and reminds Tiber Septim that he is fated to conquer the Elves, even the Tribunal. Arctus advises against the move but Septim covets the Ebony in Morrowind, as he sorely needs a source of capital to rebuild Cyrodiil after 400 years of war. The Underking tells him that, with the Tribunal dead, Septim might steal the Tribunal's power and use it against the High Elves (certainly the oldest enemies of Lorkhan, predating even the Tribunal). Summerset Isle is the farthest thing from Tiber Septim's mind. Even then, he was planning to send Zurin Arctus to the King of Alinor to make peace. The Ebony need wins out in the end. The Empire invades Morrowind, and the Tribunal give up. When certain conditions of the Armistice include not only a policy of noninterference with the Tribunal, but also, in the Underking's eyes, a validation of their religious beliefs, Ysmir is furious.

Pieces of Numidium trickle in, though. Tiber Septim, always fascinated by the Dwarves, has Zurin Arctus research this grand artifact. In doing so, Arctus stumbles upon some of the stories of the war at Red Mountain. He discovers the reason the Numidium was made and some of it's [sic] potential. Most importantly, he learns the Underking's place in the War.

While Zurin Arctus is raving about his discovery, the prophecy finally becomes clear to Tiber Septim. This Numidium is what he needs to conquer the world. It is his destiny to have it. He contacts the Underking and says he was right all along. They should kill the Tribunal, and they need to get together and make a plan.
To summarize, Tiber's interest in the Numidium grows as he discovers more about it, and he supposedly sets it up such that Wulfharth thinks he'll use it as revenge on the Dunmer for Red Mountain. However, I'm not sure that whose soul is used for fueling the Mantella actually matters here, so I won't touch on it.
Zurin Arctus was able to learn about Numidium, and raved about why it exists to Tiber Septim. We don't see anything here about the Staff of Towers, but the brass fragment likely exists for the same mythopoeic reason as the Brass Tower. This is huge for Tiber, as he's in a very similar place to both the Alessian Order and the Dwemer.
First, in the case of the Order, there's a pretty major similarity: Tiber Septim worshiped their god. In The Real Barenziah, we learn that Tiber Septim restored their temple to the One, their version of Akatosh, and was a believer in him. I'm not sure if that necessarily means he bought into all of their perspectives on mer(especially considering his relationship with Barenziah), though the First Edition of the Pocket Guide to the Empire claims that his racism towards Orcs was pretty famous. I doubt that Tiber didn't at least buy into some of their claims, considering he specifically worshiped the One rather than the more cosmopolitan Akatosh who had developed by his time. As for more obvious similarities that are maybe less major, he had a pretty significant, mostly human(at this point) empire. He wanted to expand it, and his hegemony, making the Numidium an appealing prize.
Second, for the Dwemer, Tiber himself as mentioned as having a fascination with them and their craft. Maybe he felt like a kindred spirit? Surrounded by enemies, left only to transcend through his cunning and craft, which even the Greybeards were said to admire, a brilliant strategist... The man might have made a good scholar if he'd been dealt different cards. But he wasn't, and Zurin was the one who got to have fun taking apart and putting back together the big metal man instead. The passion in Zurin's explanation of the purpose and design of the automaton weren't lost on Tiber, even if he didn't have time to enjoy them himself.
So, knowing how the Brass Tower could deny his foes a world in which they would prevail him, and knowing his only foes left were the nearest to the epitome of the people his religious predecessors wanted to see gone from the world, Tiber's goal was clear.

A Weapon in the Arsenal of Righteousness

In Where Were You When the Dragon Broke? , several accounts of the Middle Dawn are provided. However, there's one account mentioning the Dragon Break we'll soon be discussing, as well as one further ahead. This account is given by R'leyt-harhr, a tender of the Mane.
Do you mean, where were the Khajiit when the Dragon Broke? R'leyt tells you where: recording it. 'One thousand eight years,' you've heard it. You think the Cyro-Nordics came up with that all on their own. You humans are better thieves than even Rajhin! While you were fighting wars with phantoms and giving birth to your own fathers, it was the Mane that watched the ja-Kha'jay, because the moons were the only constant, and you didn't have the sugar to see it. We'll give you credit: you broke Alkosh something fierce, and that's not easy. Just don't think you solved what you accomplished by it, or can ever solve it. You did it again with Big Walker, not once, but twice! Once at Rimmen, which we'll never learn to live with. The second time it was in Daggerfall, or was it Sentinel, or was it Wayrest, or was it in all three places at once? Get me, Cyrodiil? When will you wake up and realize what really happened to the Dwarves?
Now, R'leyt-harhr doesn't specifically say that the Numidium was used at Rimmen by Tiber Septim, though there's no other point in what he says where it could be used. Of the three and maybe one more Dragon Breaks we know of, three are mentioned in this passage. So it's pretty clear, at least to me, that when R'leyt-harhr says Rimmen will never learn to live with what happened there involving Numidium, he's referring to what Tiber Septim used it for: the Siege of Alinor. In line with this thriving grief in Elsweyr, the Third Edition of the Pocket Guide to the Empire says this of Summerset:
The conquest and assimilation of Summerset into the Empire is remembered by many a living Altmer with horror only partially diminished by time.
It's unclear exactly what Tiber Septim did with Numidium that would allow him to stage it in Rimmen and attack in Summerset, though conventionally stomping on boats with the big robot is probably out of the question. Numidium is big, but it's not that big. This attack, to me, seems to have been one at a much less physically violent level. Every challenge to the Aldmer was wrapped up in this attack. The Nedic slaves rising, and then trying to unravel the Aldmer from time. The Dwemer throwing off the shackles of the ancestors and trying to steal heaven with a god made in their image. The man who would take the place of misguided Shezzar in the Imperial Pantheon as Champion of Men, and of the Empire he spawned. All aligned with their sights on the Isles.
Certainly, the pride of the people has never recovered.
Proud Altmer, inventors and patrons of the arts, of governance, of architecture, of magic? Or snobs, who look down on everyone else as lesser imitators, who wouldn't know real culture if it bit them on the ass? I think this line from the Pocket Guide, paired with the sentence before it(here also quoted before it) unintentionally touches on what Tiber's attack was and did. Altmeri culture was thoroughly destabilized, almost to the point of nonexistence, by Numidium. But the Altmer hold on for dear life, quietly and proudly refuting the NO that thrums in the Mundus, washing against their shores even into the Third Era. The cling to their achievements, which the Numidium would have ripped away from them completely if they hadn't surrendered to Tiber Septim.
Several cultures in Tamriel have had journaling as an important aspect of daily life. In The Onus of the Oghma, Xarxes as stated as saying:
As ye are true Children of the et'Ada, thou shalt honor us by honoring thy own lives. For in each of you is housed the Divine Spark, and thus the record of thy actions is a sacred duty. Keep, therefore, each and every one of you, an Oghma, an everscriven scroll which shall memorialize thy brief lives. Thus in at least this way shalt thy Spark be Immortal.
The text ends with the rather ominous warning:
So, students, do not groan and complain of the burden, carping and caviling when your parents and teachers ask if you have written today in your journal. Because to do so is a right for which your ancestors paid in blood.
Now, this text is from prior to the Tiber's attack, so the last bit doesn't refer to that directly. But by that point, recording one's life so that it might live on was a common enough thing in Altmer culture that parents and teachers would make sure young people did it. So, when Tiber eventually did attack, the people of the Isles tried to make Tamriel into their Oghma. To make sure everyone would know of their accomplishments, of the fact that they existed and would continue to exist despite the Brass Tower trying to make no place for them, or the gods and principles they believed in, or their (at least, spiritual) resistance to the Empire.
What we see in most of the games from many Altmer then, is a group of people facing a unique challenge in a way that makes them come off as arrogant and snide. Many probably are arrogant and snide. Though the pressures on Altmer that have developed over the course of the Third Era are ones of grave import to their culture: be thoroughly destroyed by imperialism, or be hated even at a cosmic level for your insistence that you are and you have done things. It's the struggles of a people stuck in a Dragon Break, trying to solidify a steady progression of events for themselves while the rest of the world only gets a hint at the horror.

A Tragedy to Never Be Repeated

The rest of the world, however, hadn't ever had to experience Numidium in the same way. Sure, the Khajiit would have to deal with the after effects of it being used there, but even those long lasting effects are nothing compared to what the Altmer probably still have to do to survive. But, as they have before, upstart lords think themselves capable of taming the automaton. And so, the Warp in the West occurs.
Somehow, several kingdoms in the Illiac Bay, Orsinium, and Uriel Septim VII all simultaneously use the Numidium to crush one another, while the Underking takes back the Mantella and Mannimarco uses it to become a god. As has happened before, a Dragon Break occurs. This one is much more localized, and also lasts for much less time. My suspicion is that this is the case because the Numidium probably hasn't been receiving much maintenance since Zurin fixed it up back in the day, and so has deteriorated in a way other Towers don't seem to. As for why or how this occurs, I have no idea, and I don't know that anyone could have an idea right now if we're only allowed to use official sources. Nonetheless, we get to something here that has been fairly elusive up until now: direct confirmation of something being erased as a result of the Numidium breaking the Dragon.
A collection of reports from the Blades called The Warp in the West(hereafter the Reports, so as not to confuse them with the event) describe the clearest scene of the effects of Numidium's usage we've been presented with in the series. 10 Frostfall 3E 417 seems to have been erased in the Illiac Bay. In the style of King Crimson from JoJo's Bizarre Adventure: Vento Aureo, only the effects of that day remain. The mutually exclusive, yet simultaneous events that would have happened on that day disappeared, leaving only their aftermath. A Blades agent remarks on it.
There had been an attack, but no one had seen it, only the invasion that followed it. The soldiers of Queen Akorithi of Sentinel refused to be interviewed about how they had accomplished this sneak attack, but I came to learn that the whole of northern Hammerfell now belonged to them. Even stranger, I discovered that my walk from sunrise to sundown had not taken me not one day, but two. It was now the 11th day of the month, not the 10th. I had lost a day somewhere, and so apparently had everyone else... except Akorithi's soldiers, who somehow were aware of the correct date.
The beginning of the Reports, which provides some smaller background, also says that mass disappearances were common during the Warp. The Numidium is capable of erasing time and people, and did both during the Warp in the West.
Fortunately, at least it would seem fortunate, the Numidium disappeared after the Warp in the West. For the near future, it would seem that no other fools could use it to take hold of power they would be better off never knowing. Kirkbride's writings are less optimistic, unless Landfall is averted, though of course it's unclear what Bethesda and Zenimax have planned for Numidium(if anything) going forward.

Miracle of Peace, or tl;dr

So, at the end of this series of horrible events, how can we summarize the deal with the Numidium and what Tiber did with it? Well, the Numidium is a Tower whose rule is to deny, as demonstrated most clearly for us in the Warp in the West. It's based on Ayleid and Dwemer architecture and Tower manipulation, and generally tends to be used by people who want to actively deny power to others for their own power. Tiber Septim was one of these, and used it to cause a Dragon Break that almost denied the existence of the Altmer. The effects of his usage of the Numidium remained in only tangentially-effected areas as late as the Third Era, if not later, so it's likely that time still hasn't fully settled back into linear flow in the Summerset Isles(which was directly effected) for at least as long. The Numidium disappeared after the Warp in the West, sparing Tamriel of its horrors. We don't know if it will ever come back in official material.
submitted by AvaAelius to teslore