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  • Faith | Elder Scrolls Chronicles

    FAITH Many faiths exist in Tamriel , varying across region, race, and time. It is up to you to determine which your character aligns or affiliates with the most, though the fervor of their practice need not be akin to one of true piety. It is not immersive or believable within the world to say your character "does not believe in the gods." Many of them have interacted with the world in someway and the entire histories of certain peoples are based upon them. The gods, whether you like it or not, are woven into Nirn and the Mundus . It is simply your decision whether you wish to follow and revere them, act against them, or ignore them in hopes they may not have an impact on your life. The faiths of the world often have similarities, gods and goddesses that may represent the same being, but go by different names and have different tales. We have done our best to organize them into a mechanical system, and recognize that not every deity or aspect may be represented due to the ambiguity of religion within The Elder Scrolls. The one thing that seems to unify all faith throughout Tamriel, though, is the fundamental existence of Order and Chaos, of Anu and Padomay . All characters should be mindful of their race 's religious tendencies to either align with them, or to be able to explain why they are not befitting of the norm. Playing a Character of Faith Those who choose to make their character faithful are permitted to pick a single deity to act as the focus of their faith. You are able to roleplay worshiping multiple deities, but only one may be selected as the focus. For the purpose of the mechanics of the system, each deity will have one Origin, three-to-four Domains, and three-to-four Practices associated with them. From the portfolio of your chosen deity, you will select: 1 Domain 2 Practices All three components (Origin, Domain, Practice) are used to determine how much your faith aligns with a target of a faith-based ability within our Combat system. The more they match, the more effective a faith-based healing ability will be and the less effective a faith-based damaging ability will be. The less they match, the less they are healed by faith-based abilities and the more damage they will receive from them. The only exception to this are the Nine Divines , who receive an additional match with one another. Origins Anuic ― Created out of Order; truly divine. Padomaic ― Created out of Chaos; truly unholy. Aetheric ― A primal god bound to the fabric of reality. Mundane ― A god that rose from mortal origins. Domains Dark ― Night, shadows, corruption, the void. Death ― Mortality, decay, afterlife, finality. Deceit ― Lies, secrets, crime, trickery. Freedom ― Liberation, wanderlust, independence, autonomy. Heart ― Emotion, love, hate, fear, envy, lust. Knowledge ― Logic, wisdom, information. Life ― Health, existence, vitality, creation. Light ― Purity, sanctity, radiance, color. Madness ― Insanity, mania, dementia, unpredictability. Martial ― Blades, brawn, strength, honor, chivalry. Nature ― Flora, fauna, the wilderness, the environment. Order ― Structure, integrity, stability. Society ― Civilization, law, conduct, politics. Sorcery ― Magic, arcane, rituals, prophecies. Truth ― Honesty, justice, candor, righteousness. Undeath ― Resurrection, necromancy, defiance of mortality. Practices Aesthetics Ancestor Veneration Animal Husbandry Astrology Authoritarianism Cannibalism Civic Duty Crusading Daedric Deals Egalitarianism Fearful Worship Finance Healing Lycanthropy Mortal Sacrifice Mystic Rites Nautical Veneration Necromancy Oral Storytelling Ostracism Politics Ritual Prayer Survivalism Vampirism Xenophilia Xenophobia

  • Redguard | Elder Scrolls Chronicles

    REDGUARD Overview Stats & Subraces Portrayal -- Redguards are the martial human natives of Hammerfell , a western province in Tamriel , and trace their roots back to the continent of Yokuda . They are reputed to be brilliant battle tacticians and sailors and considered the most naturally talented warriors in all of Tamriel, though they are fewer in number compared to the other races. Having a love for traveling, adventure, and sailing, they can commonly be seen around Tamriel as sailors and mercenaries. Like every race, they have their own unique naming convention . Primary Stats +1 Strength +1 Agility +1 Slashing +1 Athletics +1 Fire Damage +3 Fire Resistance -1 Spell Potency Subraces Crown Your character is of the Crowns - known for upholding ancient Yokudan traditions, and descending from the ancient ruling caste of the Redguards. They are often mistrustful of foreigners. +1 Personality -1 Agility Forebear Your character is of the Forebears - descended from the warrior caste of ancient Yokuda. Known for being more welcoming of foreigners, and open to new ideas, compared to the Crowns. +1 Slashing Resistance -1 Fire Damage Alik'r Your character is of the Alik'r - desert nomads who split off from the rest of Redguard society long ago. Known for their 'strange' ways, and hermetic knowledge. +1 Lore -1 Athletics Dummy Text. Appearance & Culture Foreign Views The Province of Hammerfell Religion Redguards are known for their tall, gaunt frames, finely toned physiques, and dark complexion that ranges from light brown to black, often with a reddish hue. Their dark colored hair ranges from wavy to tightly curled, usually thick as well as dense, and often has a wiry texture. It can be bodied with tight or loose knots and often decorated with braids. Men often have an affinity for beards, going by the ancient proverb, "A man is only as great as the beard that wears him." Many Redguards can be found with tattoos, body piercings, and scarification. Their clothing is diverse in appearance, though tend to be light, long, and flowing so as best to fight the heat of their inhospitable desert home. Imperial propaganda claims they walk around nude in public, though their tendency to lightweight armor and fine cloth is merely reflective of their environment. Most of their weapons, scimitars by far being the most popular, and armor are decorated and crafted for close melee combat as ranged weapons are seen as less honorable. Culture Yoku , also known as Old Yokudan or High-Yokudan, is their ancient, native language from before their colonization of Hammerfell. Throughout the generations, the native language of the Redguards has been used less and less as they assimilated into the Tamrielic Empire to the point they almost exclusively speak Tamrielic . Now, it is only remembered through certain groups of Yokudans who fought to maintain their language and traditions outside of what the Redguards have become. For example, there are still 48 known versions of the word "honor" in Yoku. Redguards have many respected traditions seen as odd by the rest of Tamriel. They mummify their dead, believe the undead are ancestors returned , the use of Magic and enchantments is heavily frowned upon and considered a weakness, regular camels are shaved and tattooed with mystic runes to prevent becoming lost in the desert while white camels are said to be sacred and devout Redguards bow when one passes, and they give stuffed lizards away as gifts to children. Many of the holidays celebrated in Hammerfell, such as the Day of Lights are believed to have originated in Yokuda and were brought to Tamriel after being adapted to fit their new home. Much of their food , both everyday meals and special meals prepared for holidays, are cooked in a way so as not to exacerbate the already intense heat from the sun during the day. Their architecture can range from simple tents to sturdy domed structures in large cities using knowledge from Yokuda. Their buildings are known for their rigidity, flexibility, heat transference, and ornate beauty, as well as being far more easy to repair than most Imperial buildings. Redguard Mausoleums are thought to be the closest to what true Yokudan architecture looked like. Subcultures When Hammerfell rejoined the Empire as a Province in the Third Empire , the majority of society was split between two main socio-political groups; the Crowns and the Forebearers. The rest of Hammerfell consists of small tribes. The Crowns are descended from the High King and the Na-Totambu who ruled in Yokuda. They hold onto their Yokudan roots vehemently and hate foreigners. The Forebears are descended from the Ra Gada who were exposed to the different nearby cultures of Tamriel. They're far more accepting of foreigners, to the point of aiming to be cosmopolitan, and have merged some of the Divines . The Ash'abah are an ancient and secretive tribe shunned by the rest of Redguard society due to their use of magic and slaying of undead. The Sun-Eaters are considered an exiled tribe and telling their tale is forbidden. The Silverhoof Horsemen are a tribe of nomads dependent on their horse herds. Gallants of Hammerfell , called the Knights of the Desert, are considered to be the Redguard equivalent of Tamrielic Knights . Cultural Equivalence & Influences Redguards are primarily based on the Medieval Middle Eastern Saracen culture. Crown Redguards usually resemble Sub-Saharan Africans with an Arabic influence in their culture while Forebearer Redguards resemble Berber and Moors in both their culture and appearance. When General Tiber Septim started the Tiber War , he first unified the entirety of Cyrodiil , then the northern kingdoms of Skyrim , followed by the petty kingdoms of High Rock . Naturally, the Redguard Kingdom of Hammerfell would be next. King Thassad II decided to resist the extremely successful campaign of conquest of Tiber Septim. Only after his death in 2E 862 did the Redguard Kingdom begin to weaken due to internal instability that culminated in a civil war between the rebelling Forebears and the loyalist Crowns . Through shrewd use of warfare and diplomacy, Tiber Septim completed his conquest of Hammerfell and annex it as an imperial province. The most recent important event in the history of Hammerfell was the invasion of the Camoran Usurper , which started in 3E 249. After a swift conquest of Valenwood, the Usurper began a campaign of aggression against Cyrodiil, then Hammerfell. In thirteen years, he had conquered most of it after the defeat of the kingdoms of Rihad and Taneth . The northern kingdom of Elinhir didn't send help as the undead and daedric armies of the Usurper advanced through the lands. When they were at their gates, the Forebears of Rihad and Taneth responded to their inaction by not helping them. Meanwhile, the Emperor Cephorus II fought a civil war that distracted him from the external conquests of the Usurper. It wouldn't be until a coalition of Breton kingdoms defeated Camoran that the province wouldn't be freed. The Emperor's lack of assistance brought increased hostility toward the ineffective Empire. That, however, was soon mended by Cephorus II's son and successor, Uriel Septim V , who garnered a warrior's reputation reminiscent of his ancestor, Tiber Septim, during his conquest of Akavir. Hammerfell, once known as the Deathlands, features diverse landscapes including beaches, jungles, grasslands, mountains, and a vast desert. It's divided into several regions and various islands located in the Abecean Sea and Etheric Ocean . Abibon-Gora The Alik'r Desert Bangkorai Craglorn Khefrem Sunforge Faith is almost entirely split between the Crowns and Forebearers, with the Crowns worshiping their ancient Yokudan pantheon and the Forebearers incorporating some of the Divines. The Book of Circles , an enormous part of Redguard culture and everyday life, is present in every house in an alcove and they worship their ancestors fervently. The Eight of the Crowns consist of... Satakal the Worldskin , God of Everything. Ruptga or 'Tall Papa' , the chief deity and first god to figure out how to survive the Hunger of Satakal. Onsi the Boneshaver , a warrior god who taught mankind how to make swords. Diagna , Orichalc God of the Sideways Blade and Avatar of HoonDing . Zeht the God of Farms , God of Agriculture, Civil Law, Mathematics, and Food. Tu'whacca the Tricky God , previously known as the God of Nobody Really Cares, helps Redguards find their way to the afterlife, or Far Shores . Morwha the Teat God , a Goddess of Fertility and Love. She has four arms and is Tall Papa's favorite wife. Tava the Bird God , Goddess of Air, Weather, Sun, and Storms. The Forebearers worship a version of the Divines that is a cross between the Imperial Cult and the traditional Yokudan Pantheon. Akatosh the Dragon God of Time and chieftain of the Divines. Tu'whacca is referred to as Arkay the God of Cycles, specifically that of life and death. Dibella the Goddess of Beauty, Art, and Music. Julianos the God of Wisdom, Logic, and Magic. Tava is referred to as Kynareth the Goddess of the Heavens, Winds, Sea, and Rain. Morwha is referred to as Mara the Goddess of Love, Fertility, and Agriculture. Stendarr the God of Mercy and Justice. Zeht is referred to as Zenithar the God of Honest Work, Commerce, and Wealth. Other deities with significant cults or presence include... Leki, Saint of the Spirit Sword , the Goddess of Abberrant Swordsmanship and Divine Daughter of Tall Papa. HoonDing, the Make Way God , Yokudan spirit of, "Perseverance over infidels." Sep the Snake convinced the other gods to create a 'shortcut' to the Walkabout, resulting in the creation of the mortal world. Ius the Extremely Agitated , a God of Animals. Reymon Ebonarm, the Black Knight , the God of War and Protector of All Warriors. He is the enemy of all Daedric Princes (except Sheogorath ), the Temple of Stendarr , and the Cabal . Malooc, the Horde King isn't worshiped in Hammerfell, though he is recognized as a great enemy to the Redguard people and they celebrate the Festival of Blades in honor of their first victory over him.

  • Races | Elder Scrolls Chronicles

    MEN IMPERIAL Human descendants of Cyrodiil's mixed populations, known for their diplomatic, commercial, and military acumen within the Empire. BRETON Half-elven humans native to High Rock known for their strong innate magical abilities and hybrid cultural influences. NORD The tall, strong, and proud human natives of Skyrim, known for their martial prowess and resistance to the cold. REDGUARD Skilled warriors from Hammerfell, descended from ancient Yokudans, known for their prowess in swordplay and weapons. MER DUNMER Dark-skinned, red-eyed elves from Morrowind, known for their adaptability and attunement to magic and combat. ALTMER Tall, golden-skinned elves from the Summerset Isles, known for their intelligence and magical affinity. BOSMER Short, nimble forest-dwellers from Valenwood, known for their agility, stealth, and connection to nature. ORSIMER Technically elves, these strong, tribal people are famed for their courage, endurance, and exceptional blacksmithing skills. BEASTFOLK KHAJIIT Feline humanoids from Elsweyr, whose physical form and traits vary depending on the moon phase at birth, and are known for their guile and agility. ARGONIAN The reptilian, amphibian people of Black Marsh, with a deep connection to water, resilience to disease, and unique biological ties to the Hist trees.

  • Breton | Elder Scrolls Chronicles

    BRETON Overview Stats & Subraces Portrayal -- Bretons are the result of centuries of interbreeding between Nedes and Aldmer, making them a truly unique race on Nirn. Hailing from High Rock , they are as diverse as their province is divided. Likely due to their elven ancestry, Bretons have an easy time understanding and manipulating magicka, and because of their Nedic ancestry— the Druids of Galen —they also have an inherent grasp of how to manipulate the natural environment too. Druidic spellcraft does differ from the arcane. Their mixed ancestry also has cultivated Breton importance on nobility, status, and lineage. Many Bretons would say knighthood is an extremely important part of being Breton, while others choose instead to focus on their Druidic or Direnni roots respectively. The land they inhabit has a deep cultural history, yet stands firm in the grasp of the feudal system which has divided their society. Breton names are primarily influenced by real world France, but it is not unheard of to have English or Celtic influences as well. Primary Stats +1 Willpower +1 Personality +1 Mysticism +1 Initiative +1 Magic Resistance +1 Shock Damage Subraces Glenumbran Your character is of the Glenumbran culture, from Daggerfall. They are known for their cunning in statecraft and politics, as well as druidic folk traditions. +1 Speechcraft -1 Initiative Iliac Your character is of the Iliac culture, from Wayrest. They are known for their chivalric traditions and love of jousting. +1 Melee Accuracy -1 Mysticism Reachfolk Your character is of the Reachfolk, cousins to the Bretons, considered savage and uncivilised by most of the other races. +1 Endurance -1 Personality Dummy Text. Appearance & Culture Foreign Views The Province of High Rock Religion Generally considered to be human, Bretons are extremely average in terms of height, though men are—on average—generally taller than the women. Their facial features can show traces of their Meric ancestry; the angle of their eyes, and the height of their cheekbones typically marking a visual representation of their mixed lineage.Their hair colors can range from blonde to black and everywhere in between within the realm of natural human coloring. Eye colors can be anything within the realm of human norms as well. For the most part, they look far more human than they do elven. Bretons are also slimmer than other races of men such as Nords and Redguards, though it is common that they have softer, more supple features as well. Despite the physical evidence of the elven ancestry having diminished over the centuries, some Bretons even boast slight points at the tips of their ears. Despite being utilitarian, Breton fashion is very much fashion. Both men and women of all stations take care to look as good as they are able to. However, beyond that, clothing is very much a status symbol in the Breton culture. The lower classes dress in plain fabrics with simple designs meant to be both functional and attractive. Women’s clothing typically consists of bodices and long skirts, and for the most part, is very modest. Women of noble status often dress in opulent fabrics and display their wealth in jewelry and accessories. Breton armor is a mixture of practical and elegant, once more hinting at their Meric roots. Because knightly orders and the like are common practice in High Rock, it is not atypical for knights to parade around bedecked in the heraldry of their patron. However, despite this, Breton armor does vary beyond chain and plate. They also highly value the craft of leatherworking, and much of their armor (enchanted or otherwise) displays such pieces within its set. Overall, Bretons take great care of their appearance, putting their hair and beards in elaborate styles, manicuring their nails, and applying a variety of perfumes and colognes to their bodies as well as homes. They also favor applying the musk of black bears behind their ears and wrists. Culture Breton culture, despite its seeming homogeneity, varies depending on each of High Rock's kingdoms due to the many subcultures of the regions. Classism, the divide between the poor peasantry to elite nobility , plays a great part in the majority of Breton society and politics regardless. Most of the common folk tirelessly pursue knightly ideals, such as performing good deeds or heroic quests, in the hope they will one day be granted the rank that bridges the two; a knighthood , the lowest rank of minor nobility. Knighthood is seen as pivotal to Breton identity, and the race shares other facets of culture such as bardic traditions, heroic legends, animal husbandry, and avid mercantilism typically propagated through Iliac Bay . Arranged marriages are common amongst noble families. Sometimes they are allowed to have courtships before marriage though having a relationship with someone below your station, such as a manservant, is seen as forbidden. Love charms are popular amongst both Breton nobility and merchant lords. Breton children are generally tested for magical aptitude at an early age, and magic is so common in High Rock, children are often said to practice their illusion spells on one another as parts of games. Chivalry, high romance, and similar virtues are deeply embedded in Breton culture. They are found of jousts, festivals and courtly pageants. Quests of Errantry to prove one's worth as a rite of passage are common among men and women alike. Cultural Equivalence & Influences While Medieval French in naming conventions and appearance, their mainstream culture more resembles 13th-14th century Anglo-French England, while the subcultures carry Welsh/Brythonic influences. Inspiration is also drawn from Warhammer's depiction of Bretonnia, and romantic period Arthurian legend. After the Interregnum , High Rock was divided between several kingdoms , or city-states, each with their own subculture and politics. This division ultimately was the reason Tiber Septim managed to subdue High Rock so easily during the Tiber War . For the most part, Bretons were accepting of Imperial rule—due largely to the fact that many of the Emperors in the Third Era being Breton or having spent significant amounts of time in High Rock—with their only primary complaint being that the Empire didn’t do enough during conflicts to protect High Rock. Roughly 100 years ago, in 3E 121, a civil war broke out across the Empire. The War of the Red Diamond began with a bang, hitting both Iliac Bay and Morrowind as Queen Potema of Solitude attempted to sow further discord against the Empress, Kintyra II. During this war, Empress Kintyra answered a request for aid from Glenpoint in High Rock, and upon her arrival, was captured and then later executed. The Bretons in Glenpoint at the time were so upset to learn of the Empress’s death, they hunted down the Duke of Glenpoint and dealt with his betrayal. That day has become a sort of holiday called Broken Diamonds where the locals in Glenpoint gather outside an old Imperial castle and offer prayers for the Septim family’s benevolence before singing a song called Sepharve—sang in Old Bretic, its meaning is gradually fading from knowledge, but each generation is taught it nonetheless. Nearly forty years ago, the Nightmare Host ―an undead horde led by a lich said to be in service to the Camoran Usurper ―took control of Dwynnen , a barony of High Rock. They were defeated by Othrok in the Battle of Wightmoor , who would come to be the next baron of Dwynnen. Fourteen years after, in the Battle of Firewaves in 3E 267, the combined forces of the Breton city-states of Dwynnen, Kambria , Phrygias , and Ykalon defeated the Camoran Usurper. Glenumbra : The westernmost region of the peninsula, containing the two major cities of Daggerfall and Camlorn. Mostly green hills, forests and swamps with a few mountains in the middle. This region is known for its great wines and deep in the forests the druidic communities called the Wyrd´s can be found. Stormhaven : The central region of the peninsula, situated around the mighty Bjoulsae River. It is the center of Breton influence and hosts the greatest of its cities, Wayrest. In Stormhaven there is a rich bounty of crops and wildlife, providing an easy life for those in the region. Rivenspire : The northern part of the peninsula and a rather gloomy place. Where the southlands are rich and fertile, Rivenspire is dry badlands, moors, mountains and generally unpleasant features. The two great cities of Shornhelm and Northpoint are situated here. The people native to this region are generally heartier than most other Bretons. Bangkorai : The easternmost part of the province contains the great city of Evermore. This region is the shield of the Bretons, historically having faced the most conflict. It is forested highlands centered around Halcyon Lake. Systres Archipelago : A collection of isles deep in the Abecean Sea, midway between High Rock and Alinor. These islands historically have been settled by druidic tribes and were later on claimed and settled by Breton nobility. The islands are known for their eclectic mix of wyrd influences and somewhat detached nobility, yet their mines and location make them vital for commerce. It also serves as a prison colony. Balfiera /Betony /Wrothgar : Technically part of High Rock yet controlled by other races. Sometime during the tenure of the First Empire, most Bretons shifted away from the elven pantheons to worship the Eight Divines . However, some people still worship older and more traditional deities, such as... Sheor : Also known as the “Bad Man” is said to be the source of all strife. More like than not, Sheor is a demonized version of Aldmeri Lorkhan . Phynaster :The hero-god of the Aldmeri pantheon, said to have taught the Altmer to prolong their lives simply by taking shorter strides. Magnus : The god of magic, and one of the Original Spirits, said to have been the architect of Mundus . Y’ffre : A holdover from High Rock’s Nedic roots, Y’ffre is the most important god in the Bosmeri pantheon and is the God of Song and Forest.

  • Nord | Elder Scrolls Chronicles

    NORD Overview Stats & Subraces Portrayal -- Nords , sometimes called the Northmen or the Children of the Sky, are a proud, hardy, stubborn, and passionate human people with a natural resistance and acclimation to the cold mountains of their homeland: the northern province of Skyrim . Known across Tamriel as brave, fierce, enduring warriors of brawn, they often fill the roles of soldiers, mercenaries, and guards across the continent, excelling in all manner of warfare and garnering a militant reputation that their neighbors are oft wary of. They originally hail from the far northern realm of Atmora , having sailed south to Tamriel in ancient days under the famed leadership of Ysgramor . Like every race, they have their own unique naming convention . Primary Stats +1 Strength +1 Endurance +2 Resolve +1 Intimidation +10 Stamina +3 Frost Resistance +1 Physical Resistance +3 Alcohol Tolerance Subraces Eastmarcher Your character is of the Eastmarcher culture, known for their hardiness, pride, and distaste for foreigners. +1 Blunt Resistance -1 Frost Resistance Westholder Your character is of the Westholder culture, known for their welcoming nature and bardic traditions. +1 Personality +1 Speechcraft -1 Strength -1 Intimidation Skaal Your character is of the Skaal, from Solstheim. Cousins to the other Nords, considered more primitive by some. Known for their more 'stone-age' fashion, and their unique religion. +1 Faith -1 Intimidation Dummy Text. Appearance & Culture Foreign Views The Province of Skyrim Religion The tallest of all the Tamrielic human races, Nords are fair-skinned and mostly fair-haired, tones of blonde, red, auburn, chestnut, and earthy brown being the most common among their people. Styles of their hair have a wide variety, ranging from long and flowing, shoulder length tresses to shorter cuts. Braids are looked upon favorably and beards are by no means uncommon amongst the men. Their eyes usually range between blue, grey, hazel, brown, and the rare green. Broad shoulders and squared facial features are more prevalent than not, among both men and women. Most Nords, like their homeland and their culture, take on a more rugged look, not caring about aesthetics as much as other races might. They dress to fit the climate in which they live, but much of their attire is usually practical, able to weather a storm―crafted from animal skins and cotton. In the colder climates, they frequently dress themselves in furs of various colors. Some Nords take a liking to warpaint and tattoos, either for personal reasons or for ancestral pride. Culture Strength and skill are respected most of all by the Nords, but it is tempered by superstition born from the old ways. The heavier the influence of the ancient Nordic traditions, the stronger the wariness and intolerance they hold for outsiders and those different from them. While magic used to be held in high regard with the reverence of Shor , it dwindled overtime, tainted by the poor experiences of the Nords with the Dragon Cult , the Falmer , and the recent madness of Queen Potema . Magic is distrusted, seen as dangerous in its power and volatility. In the same vein, there is a general resentment that all Nords feel for elves, ingrained in them from bygone days of Falmeri wars that have resulted in Nords of the current era blaming all of their unexplained misfortunes on the Falmer and their vile ways. Tradition in the old holds of Skyrim leads young men to venture out into the icy wastes in the dead of winter to battle and defeat an Ice Wraith in order to claim citizenship. Nords also practice wergild, a traditional rite of retribution where, when a life is taken, a life must be accounted for in return, either through blood or material payment. Nearly all Nords garner a love for music and mead and are known for their warm, hearty feasts. Farming is a difficult thing in Skyrim, and as such, meat and berries make up a majority of the Nord Cuisine : wild game, fish, large roasts, and rustic desserts. Nordic architecture is as stubborn and enduring as their people, lasting hundreds of years, built partly underground to conserve heat. Stone is used for a base, wood for support, and straw for the roof. Subcultures The Nord people fall roughly into three different groups: Eastmarchers: Nords of the old holds, known for their hardiness, pride, and distaste for foreigners. Westholders: Influenced by Imperials and Bretons , these Nords are known for their welcoming nature and bardic traditions. Skaal: Originating in Solstheim , the Skaal are cousins to other Nords, considered more primitive by some and known for their more archaic fashion and unique religion. Cultural Equivalence & Influences Nords are heavily influenced by the Norsemen of Scandinavia and northern Germany, who were prevalent in the Early Middle Ages. Their aesthetic matches closely to the Vikings, though they are not as seafaring. The Skaal are very similar to the Sami people of Finland, especially in the context of being somewhat removed from the greater Norse culture. Dovahzuul, the language of dragons, is inspired by ancient cuneiform and Old English. Nearly 300 years ago, the Nords stood against Tiber Septim in their seizing of Sancre Tor . After Tiber Septim reclaimed it in 2E 852 , however, the Nords were absorbed relatively peacefully into the Empire . Many Nords have supported their families through employment with the Imperial Legion since. The most recent notable event of the Nords is their participation in the War of the Red Diamond roughly 170 years ago. Skyrim supported Queen Potema against the greater Empire, fighting for seventeen years in a gruesome civil war that unraveled the madness of the Wolf Queen, who turned Solitude into a "land of death" with her unbridled use of Necromancy and daedric summoning, allegedly even turning generals and servants into the undead. It is whispered that the sickness of her mind was so potent that it was responsible for the infamous madness of her successor in Solitude: Pelagius the Mad . Queen Potema was defeated and slain, and in the wake of her fall, an underground movement in Skyrim, called the Hörme, rose. It is their belief that the Wolf Queen and her deposed son, Uriel III , were the last of Tiber Septim's true blood. In her name, they continue to lead raids against Imperial interests in Skyrim. A cold and mountainous region known as the Old Kingdom, Mereth, or the Fatherland, Skyrim is the northernmost province of Tamriel dotted with ruins and the scars of past wars. It is ruled by the High King, who is chosen through the Moot , a convention of the regional rulers of the realm―the Jarls . A jarl presides over each hold of Skyrim: Eastmarch Falkreath Hold Haafingar Hjaalmarch The Pale The Reach The Rift Whiterun Hold Winterhold "A Nord is judged not by the manner in which he lived, but the manner in which he died." To die honorably and valiantly is to secure one's afterlife in Sovngarde , the Hall of Valor―a place of unending bliss and camaraderie, frozen in time. It is this belief that give the Nord people hope to commit acts of bravery and to endure their harsh lands and their harsh lives, for there is a grim truth for all pious Nords: Alduin, the World-Eater, will eventually devour the world. All other souls who pass peacefully will travel to Aetherius instead of Sovngarde. In ancient days, when Ysgramor brought the Five Hundred Companions back to Skyrim, they brought with them the worship of animal gods. These aspects eventually evolved into the gods of the Nordic Pantheon, which has been adopted by the majority of Nords of the current era. The exception to this are the Skaal of Solstheim, who carry on the old tradition of animal worship and the veneration of all nature. To them, life and the world itself is seen as the gift of a benevolent, unknowable creator called the All-Maker. The Nordic Pantheon consists of... Kyne , The Hawk, goddess of the storm, widow of Shor, and head of the pantheon. She gave men the storm voice, the Thu'um , by breathing life into them at The Throat of the World . It is for this reason that the Dragonborn are revered by the Nords, weaving great stories and worship to Talos , the ascended Tiber Septim, and Wulfharth . Mara , the She-Wolf, mother goddess and handmaiden of Kyne. Jhunal , the Owl, god of runes and hermetic orders. Shor , the Fox, the dead god and ruler of Sovngarde. Stuhn , the Whale, god of ransom, fraternity, and justice. Dibella , the Moth, goddess of beauty and artistry. Tsun , the Bear, god of trials against adversity. He died defending Shor and became the guardian of the bridge to the Hall of Valor. Orkey , the Snake, the god of mortality. He, alongside Herma-Mora and Mauloch , are named the Testing Gods―feared and warded against by Nords instead of worshiped. Alduin , the Dragon, god of twilight and eater of worlds that will inevitably cause the next cycle. The ancient Nords honored their dead by building great barrows with subterranean crypts, though in contemporary times, Nords native to Skyrim fill an urn or coffin in one of the local Halls of the Dead. They continue to honor their ancestors by placing offerings in or at their graves.

  • Orsimer | Elder Scrolls Chronicles

    ORSIMER Overview Stats & Subraces Portrayal -- The Orsimer, more commonly known as Orcs , are the Mer that inhabit the Wrothgarian Mountains , the Dragontail Mountains , and Orsinium . They're among the hardiest races in Tamriel. They carry a heavy stigma. In the past they were considered not much more civilized than beasts, nothing more than barbarians. Thanks to the Empire and their martial prowess within the Imperial Legions , they've started to gain more and more recognition. Their armourers and blacksmiths are known to be among the best in all Tamriel. Primary Stats +2 Strength +2 Intimidation +1 Blunt +1 Resolve -1 Block -1 Lore +3 Shock Resistance +1 Blunt Resistance -1 Magic Resistance Subraces Mountain Orc Your character is a Mountain Orc. Dwelling in Strongholds with their clan, Mountain Orcs live a hard life and are often despised as barbarians and raiders by outsiders. This hatred is usually justified. +1 Athletics -1 Blunt Iron Orc Your character is an Iron Orc. Also known as Osh Ornim, Iron Orcs are known for their unique stone worship and savage brutality. They are culturally distinct from other Orcs, and do not usually worship Malacath. +1 Endurance -1 Strength Wood Orc Your character is a Wood Orc. Native to Valenwood, Wood Orcs have adapted to the demands of their unique environment. They have an ancestral feud with Bosmer. +1 Agility -1 Strength Dummy Text. Appearance & Culture Foreign Views The Province of Orsinium Religion Most Orsimer have a naturally brawny complexion. This is usually just reinforced due to their most common occupations, developing their physicality. Their skin tones range from light grays to dark greens. Their jaw protrude slightly to accommodate salient tusks of varying sizes. That, alongside their usually flattened noses and smaller eyes, have give them a fame of resembling more beasts than Mer. They usually style their coarse, dark hair into different kinds of dreadlocks. Orcish fashion nowadays could be described as practical. They wear outfits befitting their role in society. As examples, smiths wear non-flammable, cool clothes or warriors wear simple robes under their chainmails or orcish plate armors, always crafted in the most practical and utilitarian sense. Only the wealthiest and most important Orsimer wear robes made out of silk or other expensive materials. Culture Orsimer culture is one deeply rooted in tradition, constantly set aback due to their endless conflict with the other inhabitants of Tamriel. Even though Orsinium is considered the home of the Orcs, they most commonly live in relatively simple but hardy strongholds dotted all around Wrothgar , Skyrim , High Rock , Dragontail Mountains , Valenwood , and Morrowind . Within the strongholds, life isn't easy. Each stronghold has one chieftain that is supposed to be the strongest Orc, and much of the power projection and respect of each clan is measured on the chieftain's might. Only he can have wives and have offspring, the rest of the male Orcs are not allowed. Only the sons of the chieftain can inherit their father's title once one of them manages to kill him, takin his place. But that doesn't mean the women are just accessories to the chieftain. He has many wives, to the point that the female population of any given stronghold is composed of either wives or daughters of the chieftain, the latter waiting to be sent to other strongholds to establish alliances and improve diplomatic ties. His wives all fulfil a different role: huntswife, forgewife, hearthwife and shieldwives are among their roles. Usually, the mother of the chieftain becomes the wise woman, the spiritual guide. It is thus common for many Orsimer to want to escape a life in which one is a worthless man with no real prospects of improving or a woman destined to become just another wife of the chieftain. Their martial and masterful forging skills grant them access to good lives in different cities or even joining the ranks of the Imperial Legion . These Orcs are branded as "city Orcs" by their stronghold counterparts, and considered soft and undeserving of their culture. The perception that other people have of them is mixed: their hardiness and strength in battle is recognized and respected, but at the same time they're seen as brutes. Subcultures Apart from the most common Wrothgarian Orc from which most other Orsimer originate from, there are many other subcultures that vary depending on their environment. These are... Wood Orcs : Living in the province of Valenwood , they're quite more agile and less physically imposing than their mountain cousins due to their treacherous environment. Apart from the geographical differences, they're every bit as Orcish as their other counterparts―brutish, stubborn, and fierce. Iron Orcs : Natives of the Dragontail Mountains of Craglorn . They worship stones and are known for their brutality even among Orsimer standards. They're adept at alchemy, and much more distinct culturally than other Orcs. Mountain Orcs : They inhabit Morrowind , and frequently clashed against the multiple Houses of the Dunmer . Historically, they have fought and side by side with Nords , Dunmer and Dwemer , due to their martial prowess. Cultural Equivalence & Influences As many other races of The Elder Scrolls, the cultural influences of the Orsimer are more of a blend between cultures than any direct translation. In this case, the Orcs draw a lot from those nomadic tribes considered barbarians by most other civilizations like the Huns, Picts or more stereotypical vikings. Since the beginning of their life in Tamriel, the Orsimer have been ostrasized and persecuted. After an entire era fighting for their survival, they eventually would found Orsinium , the true homeland of all Orsimer, north of the province of High Rock. This would, of course, cause great friction with the inhabitants of the region: The Direnni Altmer, the Bretons and the Redguards . This animosity would never really cease, and every few hundred years, Orsinium would fall victim of a great coalition of the civilizations within High Rock and Iliac Bay. Only during the Second Era, during the Interregnum, would the relations between Bretons and Orcs normalise and the Daggerfall Covenant was formed thanks to the leadership of King Kurog . Since then, a very tense peace between the Orcs and the denizens of High Rock under the rule of the Third Empire has ensued, while more independent clans of Orcs in other places of Tamriel keep struggling to survive. Orsinium, known as City of Orcs in the Elven language, is the city of the Orsimer and the provincial seat of the region of Wrothgar. It has been sacked and rebuilt many times over the centuries, as the Orcs are often at odds with their Breton and Redguard neighbors. Orsinium was first built in High Rock, straddling the boundary between western Wrothgar and Rivenspire. In the mid-Second Era, the city was relocated to eastern Wrothgar, where it currently resides. Orsimer majorly revere Malacath , the Daedric Prince of Curses and the Betrayed. They believe that Malacath is a broken Trinimac , transformed and cursed by Boethiah . From Malacath, the Orsimer were born, and he gave them the Code of Malacath and his protection as long as they lived by the Code: strength is never granted, it is always earned. If they have a good life following the basic tenet of strength, they will join Malacath in his realm of Ashpit , where they will have endless feasts and battles only to then transition to Aetherius as they prove their worthiness. Other less common cults are... Trinimac, the Elven God of Battle and Might. Some Orcs believe that it actually was Trinimac that defeated Boethiah and claimed her power, and through such power he gave life to the Orcs. Other people think Trinimac and Malacath are completely separate entities, with Malacath working to keep Orcs as eternal pariahs. Boethiah, Daedric Prince of Plots and Cruelty. Though followers of Boethiah are rare among Orcs, they're not completely unseen throughout history.

  • Dunmer | Elder Scrolls Chronicles

    DUNMER Overview Stats & Subraces Portrayal -- The Dunmer are the ash skinned, typically red eyed elven peoples of Morrowind . In the Empire , "Dark Elf" is the common usage, 'Dark' in this sense referring not only to their skin tone but their demeanour and being considered generally ill favoured by fate, though they and their Aldmer cousins prefer the term Dunmer. Their acute intellect and strong, agile physiques produce some of the greatest warriors and sorcerers known to Tamriel, with their preference in integrating the sword and destruction magic making them particularly dangerous. Like every race, they have their own unique naming convention . Primary Stats +1 Agility +1 Willpower +1 Conjuration +1 Intimidation +1 Intuition +1 Fire Damage +3 Fire Resistance Subraces Ashlander Your character is an Ashlander, one of the many nomadic tribes in Morrowind that reject the Tribunal's teachings and cling to ancient Velothi customs. Considered backwards and primitive by most, especially House Dunmer. +1 Faith -1 Intimidation Chuzei Your character is a Dunmer of House Indoril, from the Chuzei culture. Chuzei are known for their piety and strict adherence to the Tribunal's teachings. +1 Faith -1 Conjuration Gah-Julani Your character is a Dunmer of House Redoran, from the Gah-Julani culture. Gah-Julani are known for their martial prowess and warrior code, as well as a xenophobic mistrust of foreigners. +1 Strength -1 Willpower Armun-Ani Your character is a Dunmer of House Hlaalu, from the Armun-Ani culture. Armun-Ani are known for their mercantile skills and willingness to welcome outsiders. +1 Personality -1 Willpower Mardun-Oadi Your character is a Dunmer of House Dres, from the Mardun-Oadi culture. Mardun-Oadi are known for their resilience and stubborn persistence in harsh lands. They are often involved in the slave trade. +1 Endurance -1 Willpower Chi-Adduni Your character is a Dunmer of House Telvanni, from the Chi-Adduni culture. Chi-Adduni are known for their magical prowess, and hoarding of ancient knowledge. They often dwell in magically-grown mushroom towers that require levitation magic to navigate. +1 Intelligence -1 Agility Dummy Text. Appearance & Culture Foreign Views The Province of Morrowind Religion One of the taller species of Mer, Dunmer are not quite as tall as their Aldmeri or Orsimer bretheren. Their most unique attribute is the tone of their skin, which ranges from a deep charcoal grey to a pallid ashen hue, with hair colors ranging from raven, auburn, chestnut and more fiery shades of red. Very rarely, one might see a Dunmer with white hair. While their eyes are often red in hue, Dunmer have been purported to sporting even brilliant shades of purple. Hairstyles range from long, flowing locks to shaved topknots, though many incorporate jewelry into their appearance and some even incorporate elaborate facepaint and tattoos. Dunmer take great care in their style and appearance. Each subculture has a unique way of forming bone dust and the chitinous structure of Morrowind's natural inhabitants to forming great plates of armor as strong as steel, though out of warfare their style of dress trends toward fashionable robes and sweeping dresses with intricate patterns. Culture Dunmer culture is divided between the nomadic Ashlanders and the settled Great Houses . Despite this cultural divide, there are many similarities shared which were shaped by the environment they inhabit. Volcanoes are a common sight in northern Morrowind, with Red Mountain looming in their collective consciousness as tall as it does on the horizon, and the harsh conditions of living in such a landscape have hardened them into a proud and capable people. This has created a mentality that has Dunmer both of House and Ashland that 'outlanders' are generally less capable and worthy. 'Outlanders' include the other races and Dunmer born outside Morrowind. A unique hallmark of Dunmer culture is their mystical form of ancestor worship , which is shared across the cultural divide. They believe the spirits of the dead live on in the mortal realm, that they can know and affect the future, speak with other spirits and perform feats of great magic. As such, all Dunmer born in Morrowind honor their deceased ancestors, giving them gifts while petitioning for aid and protection. Houses tend to rise and fall, many have faded or otherwise become extinct or sprouted up to challenge others. In this period, the five most important houses were in no particular order Hlaalu , Redoran , Telvanni , Dres , and Indoril , which all date to the War of the First Council . The peaceful status quo enjoyed by Morrowind's inhabitants is considered quite brutal by westerners. Political machinations are constant, rife with assassination, made legal with the establishment of the Morag Tong providing such services. Black market activity has risen along the extensive coastlands of Morrowind's mainland and island due to the rise of more Imperial mercantile traditions and House Hlaalu's relentless integration of Imperial policies into everyday life. Subcultures Ashlander : One of the many nomadic tribes in Morrowind that reject the Tribunal's teachings and cling to ancient Velothi customs. Considered backwards and primitive by many, especially House Dunmer. Chuzei : House Indoril, patron of the Chuzei are known for their piety and strict adherence to the Tribunal's teachings. Gah-Julani : House Redoran, patron of the Gah-Julani are known for their martial prowess and warrior code, as well as a xenophobic mistrust of foreigners. Armun-Ani : House Hlaalu, patron of the Armun-Ani are known for their mercantile skills and willingness to welcome outsiders. Mardun-Oadi : House Dres, patron of the Mardun-Oadi are known for their resilience and stubborn persistence in harsh lands. They are often involved in the slave trade. Chi Adduni : House Telvanni, patron of the Chi-Adduni are known for their magical prowess, and hoarding of ancient knowledge. They often dwell in magically-grown mushroom towers that require levitation magic to navigate. Cultural Equivalence & Influences The Dunmer were greatly inspired by a wide variety of cultures and settings both from real life and fiction, including Egypt, Japan, Conan the Barbarian, Dune, Gladiator, Mad Max, Runequest, Star Wars, and The Dark Crystal. Additionally, a large number of Ashlander names and Daedric Shrines in Morrowind are modeled on ancient Assyrian and Babylonian names from the third millennium to the first millennium BCE. Since the establishment of Resdayn's First Council , the Dunmer, then Chimer, have known nothing but warfare and strife, hardening their opinions of outsiders and giving them an intense xenophobia. The climactic battle at Red Mountain between the Chimer and the Dwemer sealed Morrowind's isolationist policies when the Tribunal rose to power from the aftermath, and they have neither tempered nor broken this inherent mistrust of outsiders in their people. They would often come into conflict with the Khajiit of Elsweyr and the Argonians of Black Marsh while raiding for slaves and loot, fueling the rise of one of the Great Houses into prominence, House Dres. During the Second Era the Dunmer would be dragged into the Interregnum of the Second Empire, where the four Great Houses Dres, Indoril, Redoran, and Hlaalu made an alliance with the kingdom of Eastern Skyrim and the tribes of Shadowfen and Thornmarsh in Black Marsh. This alliance was hallmarked in that the races involved were ancestral enemies, with shared animosity across all sides. This pact would eventually dissolve when the man known as Talos or Tiber Septim would begin his conquests of Tamriel. Notably, Tiber Septim did not pursue military conquest of Morrowind. Instead he offered peaceful rule. Vivec and Tiber Septim reached an agreement in 2e 896, and the Armistice made Morrowind a province of the Septim Empire. Underneath the rule of the Septim Dynasty, the Dunmer enjoyed a great deal of autonomy. Largely left alone so long as they met their quotas for trade and Imperial decrees, the only major conflict Morrowind participated in was the War of the Red Diamond in 3e 121-127. This war saw a deal of the provinces involved, Morrowind included, all fighting for greater autonomy and authority. The War would end in the alliance between the Septim Dynasty through the marriage of King Pelagius of Solitude and Katariah of the Ra'athim Clan, the High Kings of Morrowind under Imperial authority. The Imperial Province of Morrowind occupies the northeastern corner of Tamriel. It is divided by the landmass connected to the rest of Tamriel and a great volcanic island in the center. Vvardenfell : Dominated by the great volcano Red Mountain , Vvardenfell is an island with an alien landscape. Ashlands, great forests of mushrooms, rolling hills, great plains and even a vast swamp cover its geography. Its capital is the temple city of Vivec , named after one of the Tribunal. Stonefalls : Situated in the western mainland along the southwestern shore of the Inner Sea. The region's landscape fluctuates from volcanic crags to fertile fields and fungal forests. Bal Foyen : A tiny, swampy region on the southeastern shore of the Inner Sea. Its contains the settlements of Dhalmora and Fort Zeren. Deshaan : Situated in south-central Morrowind and bordering Black Marsh, Deshaan consists of lush green plains, great fungal forests and swamps in its southern reaches. Its cities included Narsis , but the capital of the region and Morrowind itself is― Mournhold , and in the center Almalexia, the temple city of the selfsame Living God. Velothi Mountains: Situated along the border of Skyrim, the Velothi Mountains consist of coastal highlands tipped by the tall peaks of the mountain range. Its capital is Blacklight , the center of House Redoran's power in Morrowind. Padomaic Crest : A volcanic range found along the eastern coast of Morrowind. The eastern end of this formation creates a secondary peninsula where the city of Necrom sits. Vounoura and Northeastern Morrowind: This island and northeastern peninsula of Morrowind are dominated by fertile plains and in the east and badlands in the west. The island itself has a mix of flat and rocky rugged terrain and is home to Port Telvannis . House Dunmer are ruled by the Tribunal Temple , a triumvirate of living gods who ascended to divinity through mysterious circumstances in the First Era and have been guiding their society ever since. Together they are known as ALMSIVI, though individually they are known as: Vivec the Poet, patron of artists and rogues. Almalexia the Warden, patron of healers and teachers. Sotha Sil the Magus, patron of artificers and wizards. Despite the publicly undisputed rule of the Tribunal, many dissident priests dispute the Temple's dogmatic foundations and the brutal practices of their Ordinators in silencing the truth of their ascension. In the Ashlands, clans rule without laws or government and live strictly by codes, rituals, and ancient traditions usually dictated by a wise woman or seer implemented by a clan leader. Though political strife is far less prevalent among Ashlanders, skirmishes and battles often are. Their staunch adherence to tradition dating back to before the formation of the Great Houses has hardened them into great warriors and sorcerers, and warfare is a way of life for them. Despite this, and their far more xenophobic nature, Ashlander society is incredibly polite, with gift giving considered a cornerstone of their practices. Ashlanders typically practice ancestor worship more than anything else, though many clans hold their faith in the Good Daedra : Mephala the Webspinner, Prince of murder, sex, and secrets. Boethiath the Dark Warrior, Prince of deceit, conspiracy, treason, and the unlawful overthrow of authority. Azura the Twilight Queen, Prince of dawn and dusk, magic and mystery, fate and prophecy, and vanity and egotism. All Dunmer remain wary of the House of Troubles , whose four corners are considered enemy gods collectively, something both halves of the culture find common ground on.

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