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  • Factions & Guilds | Elder Scrolls Chronicles

    Factions Guilds FACTIONS Below are the factions holding influence upon the Gold Coast at the end of the Third Era , that Narration seeks to put a spotlight on for this season. These are political entities with a firm agenda, who seek to further their authority and achieve their goals. You do not have to join any of them. Membership is optional, though they do come with boons, as you will be subject to conflict more than a character who is unaffiliated. You may only belong to one faction publicly at a time, though infiltration, deception, and secretive membership is possible. Each faction has five ranks that can be achieved, and ascension to the next rank is based off how high your Reputation is within that faction. Reputation is earned by performing faction related quests, participating in faction related events, and hunting down the enemies of your faction. Upon reaching the highest rank, you will receive an ability unique to your faction. THE CITY OF KVATCH +1 Speechcraft Whether a common citizen seeking safety and fortune, a petty noble vying for influence, or a guard dedicating your life to protecting your fellow city folk, you may find purpose and opportunity within the walls of the City of Akatosh . Shadows close in around the bastion, however, seeking to topple it. Can you help defend Kvatch and its prosperity? THE IMPERIAL LEGION +1 Athletics The primary fighting force of the Empire , the Ruby Ranks operate under the authority of the Emperor himself. They are considered one of the greatest armies ever assembled ― impressive in both their numbers and the quality of their training and discipline. Their main charge is to preserve the peace and rule of law, standing as a garrison against any and all threats against Imperial well-being. Do you have what it takes to be a legionnaire? THE IMPERIAL CULT Known mostly as The Church within Cyrodiil, the Imperial Cult reveres and carries forth the will of The Nine Divines , bringing divine inspiration and consolation to as many as they can. While not preoccupied with preaching and worship, they take pride in rooting out the heretics of their faith: daedra, undead, and lycanthropes. The most prevalent of these militant forces on the Gold Coast is the Order of the Hour . Will you spread the good word of The Nine? +1 Faith THE MYTHIC DAWN +1 Potential Worshipers of the Daedric Prince of Destruction, Mehrunes Dagon , the Mythic Dawn is a secretive and violent cult that seeks to liberate Tamriel from the rule of the Aedra , whom they believe were the original betrayers and usurpers of the late Lorkhan . Do you see the lies that the Empire, and the very gods, are built upon? Do you have the cunning and determination to carry forth a revolution that would change the world? THE UNFEATHERED +1 Spell Potency Word has spread of a host of towering, arcane knights in golden, gleaming armour, stationed in the Ayleid ruins of Garlas Malatar . Though their intentions and agenda are unknown, they are avidly hunting the undead and are seeking recruits, offering power and knowledge in exchange for servitude to their master: Umaril the Unfeathered, Champion of Meridia . Are you drawn by their enigmatic allure? THE WORM CULT Necromancers driven by a lust for power, they refer to themselves as the Order of the Black Worm . They follow the footsteps of their historically infamous leader, Mannimarco , who ascended into godhood as the Necromancer's Moon only 15 years prior, seeking mastery over death, to surpass mortality. Holding the age-old grudges of their master, they are directly opposed to the Mages Guild and seek to destroy and thwart them at every turn. Do you seek the power over life and death? +1 Necromancy GUILDS Below are the joinable guilds for the current season. These are mostly neutral, though professional, organizations. Membership is optional, though they do come with boons, as they are public entities willing to help those who dedicate themselves to their missions. You may only belong to one guild publicly at a time, though infiltration, deception, and secretive membership is possible. Each guild has five ranks that can be achieved, and ascension to the next rank is based off how high your Reputation is within that guild. Reputation is earned by performing guild related quests. Ascending through the ranks will get you easier access to equipment. You may belong to a guild and a faction simultaneously. THE FIGHTERS GUILD +1 Resolve A professional organization chartered by the Emperor to regulate the training and hiring of mercenaries across the Empire, the Fighters Guild is serviced to protect and support commerce by driving away monsters, beasts, and bandits, for the Legion cannot be everywhere at all times. THE MAGES GUILD +1 Lore A professional organization dedicated to the study of magicka and alchemy , who aid one another's experiments and research by pooling together their collective funds. They are mandated by the Empire to provide magical services and training to the public. Only two years ago, Archmage Hannibal Traven has banned the practice of necromancy under threat of imprisonment and death, and has sought to actively hunt them. THE THIEVES GUILD +1 Security Also known as the Children of the Shadows and the Fingers of the Fox, the Thieves Guild is a clandestine organization of professional criminals. They are actively hunted by city watchmen and the Imperial Legion, forced to gather in secret hideouts to plan their schemes. Those within the guild are not killers, taking pride in having honor amongst thieves. They take pity on the poor and target wholescale settlements rather than individuals.

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  • Imperial | Elder Scrolls Chronicles

    IMPERIAL Overview Stats & Subraces Portrayal -- Imperials are the well-educated and well-spoken natives of Cyrodiil , the central province of Tamriel . They are most known for their discipline, diplomacy, respect for the law, and the training of their citizen army. Each era is known for which Empire took control over the continent, and the Emperor rules from the Imperial City . Like every race, they have their own unique naming convention . Primary Stats +2 Personality +1 Blocking +1 Slashing +1 Faith Subraces Nibenese Your character is of the Nibenese culture, known for their tattoos, religious customs, and brightly-coloured fashion. +1 Mysticism -1 Slashing Colovian Your character is of the Colovian culture, known for their hardiness, self-reliance, and warrior spirit. +1 Resolve -1 Faith Hakoshae Your character is of the Hakoshae culture, descendants of the Akaviri, known for keeping ancient Tsaesci traditions alive. +1 Lore -1 Faith Dummy Text. Appearance & Culture Foreign Views The Province of Cyrodiil Religion The defining feature of the Imperial Culture is their cosmopolitan nature. Emperor Tiber Septim , who founded the Third Empire around 400 years ago, took elements from Akavir , Colovia , Nibenay , and even High Rock and merged them together to make what Cyrodiil is today. Though there are still bigots, most Imperials are the least racist of all the races and are known for their civility and meritocracy. Their skin and hair color varies depending on their subculture, but as a Race of Man they appear entirely human. Many of their buildings are made using limestone, though the architecture of each city is greatly influenced by the Province closest to it while the Imperial City itself is an ancient and Ayleid . Unlike their architecture, their food is seen as straightforward. Imperials believe Aetherious is Heaven, a plane of pure Magicka and the seat of the Nine Divines . They bury all of their dead, becoming frequent picking grounds for Necromancers . Subcultures There are three known sub-cultures of Imperials; Colovians , Nibenese , and Cyro-Akaviri, also known as Rim-Men . Colovians are from the Western half of Cyrodiil and are heavily influenced by their Nordic Roots. They possess the 'Frontier Spirit' of their ancestors and live a simple life of heartiness and religious fervor. They refer to Shezzar as "Shor." . They enjoy wearing fur pelts, pointed helms, and martial attire. Colovians are on the paler side of Imperials with lighter hair and eye colors., Nibenese are from the Eastern half of Cyrodiil, with a subsect located in the very center known as Heartlanders . Descended from the ancient Nedes , they dress for gaudy fashion rather than functional clothes. They embrace a love of philosophy and their historical origins, seen through their colorful tapestries, elaborate ceremonies, and unique tattoos that reflect their religion, politics, lifestyle, etc. They are also known for their battlemages and are on the darker spectrum of Imperials with olive complexion, dark hair, and dark eyes., Cyro-Akaviri are Imperials who are descended from the Tsaesci that served the Second Empire. After the start of the Interregnum , more than 800 years ago, many fled to Elsweyr . They are heavily influenced, in appearance and culture, by the Akaviri . Cultural Equivalence & Influences Imperials share many similarities with the Roman Empire overall, both in culture, the Legion , and clothing. The Nibenese are heavily influenced by Greek and early Italic people while the Colovians are closer to Slavic people regarding the names of their cities and language, and Iberian in their architecture. Those descended from Akaviri represent several different cultures; their appearance is East Asian, their clothing and weapons are feudal Japanese, and their culture is heavily influenced by Ancient Chinese. The General Tiber Septim , under the name of Talos, led a campaign of conquest in the name of the King of Falkreath, Cuhlecain . After his king's demise, Tiber Septim continued and finished his campaign, unifying the entirety of Tamriel under his banner after last redoubts of resistance in the Summerset Isles were subjugated with the use of the Numidium in 2E 854. He then would be known as Emperor Tiber Septim and ascend to godhood as Talos, the Ninth Divine. What followed were almost three centuries of relative stability within the Imperial Provinces, with a few exceptions like the bloody War of the Red Diamond between Queen Potema, the Wolf-Queen of Solitude, and the empress Kintyra II. The Empire lost and won land back and forth, with the exception of the defeat of the Elven empress Katariah , who led a punitive campaign against the provice of Black Marsh that resulted in the death of the empress and the secession of the land of the Argonians in 3E 200. The most recent important event was the invasion of Akavir by the emperor Uriel V , in 3E 268. The preparations lasted for two decades until 3E 288, when the invasion was launched. At first it was a great success, the imperial hosts capturing two cities which would be renamed to Septimia and Ionith . Uriel V's plans would be foiled, however, with the Battle of Ionith in 3E 290 when the Emperor was ambushed and decided to hold off the Tsaesci forces along with a small cohost to allow the rest of his army to retreat, dying a heroic death. Now, some 200 years later, Uriel VII stands as the emperor of the land following the defeat of Jagar Tharn . A rather unpopular emperor but he is quite skilled. He stands to lead the Empire to further greatness. The home of the Imperial race covers several regions of various biomes; The Nibenay Basin The Great Forest The Colovian Highlands The West Weald The Gold Coast The Jerall Mountains The Valus Mountains Blackwood It is split between 10 City-States; Anvil is an important but lawless port city that declared its independence 100 years ago. Bravil is a traditional Nibenese city still loyal to what remains of the Empire and overseen by a Mayor. Bruma is far to the north, perpetually covered in snow and influenced greatly by its Nordic neighbors. Cheydinhal is the youngest and smallest city, located far to the east. Chorrol is a focal point for merchants and trading. The Imperial City is the heart of every empire as well as Cyrodiil proper. Originally built by Ayleids, the White-Gold Tower marks the iconic center of the city, where the emperor rules. Kvatch is home to the Order of the Hour and is one of the oldest cities. Leyawiin is located in a swampy area and credited with the creation of the Imperial Bear Cavalry . It remains a chokehold for large vessels trying to travel up the Nibenay River . Skingrad is known as the "Gem of Old Colovia," representing the virtues and values of Colovians. Its vineyards are heralded for the best wines in the region. Sutch is the largest city and trade center in Cyrodiil, second only to the capital. The Imperial Cult is the main religion in Cyrodiil. It consists of The Nine Divines , also known as Aedra and Shezzar , the Missing God. Other deities that are considered part of the Imperial Cult are Reman, The Cyrodiil , a cultural god-hero, and Morihaus , the lover of Saint Alessia and son of Kynareth. The latest addition to the Imperial pantheon was Talos , the hero-god that founded the Third Empire. Akatosh the Dragon God of Time and chieftain of the Divines. 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. Kynareth the Goddess of the Heavens, Winds, Sea, and Rain. Mara the Goddess of Love, Fertility, and Agriculture. Stendarr the God of Mercy and Justice. Zenithar the God of Honest Work, Commerce, and Wealth. Talos the God of Mankind. The Imperial Saints are pious individuals venerated by the Imperial Cult. They are believed to be blessed by the Divines with a second sight to see the world differently. They are buried in graves in Green Emperor Way . Saint Alessia , Patron Saint of Humanity. Saint Balyna , Patron Saint of Mara. Saint Coellicia , Patron Saint of Martyrdom. Saint Jahn, known by the plant St. Jahn's Wort . Saint Kaladas the Architect , Patron Saint of Zenithar. Saint Pelinal Whitestrake , the Divine Crusader. Saint Topal the Pilot , Patron Saint of Leyawiin and the first known Aldmer to explore Tamriel. Imperials have a history of restricting, and even banning, any faith that isn't the Divines . Despite this, there are several cults outside of this popular pantheon. Daedric Princes are controversial, though despite this, they aren't banned in Cyrodiil due to the Charter Act with the Mages Guild allowing them to summon daedra . The Colovians, known for being especially loyal to the Divines, hate the daedra and their worshipers while the Nibenese are far more inclined to worship them. Sethiete , also called 'Seth,' is worshiped across Tamriel. Several faiths were banned after the Alessian Rebellion , falling out of favor even well into the Second and Third Empire. Magnus is recognized as an Aedra, but he is not worshiped because, "Though He gave much, He did not give all." His gift of magic is considered a dubious contribution. Y'ffre . Sheor . Phynaster is considered heretical and still prohibited. Sithis , despite being recognized across Tamriel, isn't publicly worshiped, save by assassin guilds.

  • 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 . Another incarnation of Orsinium, sometimes called Nova Orsinium, was created by Gortwog gro-Nagorm in 3E 399 . He gathered enough power to force Emperor Uriel Septim VII to formally recognize Orsinium as an equal of the other lesser kingdoms of the Iliac Bay region. During the Warp in the West , Orsinium was one of the four kingdoms to gain control of the Numidium , conquering the surrounding kingdoms and baronies before swearing loyalty to the Emperor 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.

  • Birthsigns | Elder Scrolls Chronicles

    BIRTHSIGNS WARRIOR THE The first Guardian Constellation, The Warrior protects his charges during their Seasons. The Warrior's own season is Last Seed when his Strength is needed for the harvest. His Charges are the Lady, the Steed, and the Lord. Those born under the sign of the Warrior are skilled with weapons of all kinds, but prone to short tempers. +1 Strength, +1 Resolve MAGE THE A Guardian Constellation whose Season is Rain's Hand when magicka was first used by men. His Charges are the Apprentice, the Atronach, and the Ritual. Those born under the Mage have more magicka and talent for all kinds of spellcasting, but are often arrogant and absent-minded. +1 Intelligence, +1 Intimidation THIEF THE The last Guardian Constellation, and her Season is the darkest month of Evening Star. Her Charges are the Lover, the Shadow, and the Tower. Those born under the sign of the Thief are not typically thieves, though they take risks more often and only rarely come to harm. They will run out of luck eventually, however, and rarely live as long as those born under other signs. +1 Agility, +1 Intuition LADY THE The Lady is one of the Warrior's Charges and her Season is Heartfire. Those born under the sign of the Lady are kind and tolerant. +1 Willpower, +1 Speechcraft APPRENTICE THE The Apprentice's Season is Sun's Height. Those born under the sign of the apprentice have a special affinity for magick of all kinds, but are more vulnerable to magick as well. +1 Willpower, +15 Magicka, -2 Magic Resistance LOVER THE The Lover is one of the Thief's Charges and her season is Sun's Dawn. Those born under the sign of the Lover are graceful and passionate. +1 Personality, +1 Initiative STEED THE The Steed is one of the Warrior's Charges, and her Season is Mid Year. Those born under the sign of the Steed are impatient and always hurrying from one place to another. +1 Endurance, +1 Athletics ATRONACH THE The Atronach (often called the Golem) is one of the Mage's Charges. Its season is Sun's Dusk. Those born under this sign are naturally enduring and resilient against magic. +1 Endurance, +1 Magic Resistance SHADOW THE The Shadow's Season is Second Seed. The Shadow grants those born under her sign the ability to hide in shadows. +1 Agility, +1 Illusion LORD THE The Lord's Season is First Seed and he oversees all of Tamriel during the planting. Those born under the sign of the Lord are stronger and healthier than those born under other signs. +1 Endurance, +1 Faith RITUAL THE The Ritual is one of the Mage's Charges and its Season is Morning Star. Those born under this sign have a natural attunement to the aspects of the moons and the Divines. +1 Willpower, +1 Lore TOWER THE The Tower is one of the Thief's Charges and its Season is Frostfall. Those born under the sign of the Tower have a knack for finding gold and can open locks of all kinds. +1 Endurance, +1 Security SERPENT THE The Serpent wanders about in the sky and has no Season, though its motions are predictable to a degree. No characteristics are common to all who are born under the sign of the Serpent. Those born under this sign are the most blessed and the most cursed. +2 Luck, +1 Fate, +1 Intimidation -2 Endurance, -1 Willpower

  • Bosmer | Elder Scrolls Chronicles

    BOSMER Overview Stats & Subraces Portrayal -- The Bosmer , also known as Wood Elves are the Mer or Elven folk that inhabit the heavily forested province of Valenwood , to the southwest of Tamriel . They're known as agile scouts and thieves, with a mastery over archery rarely bested. Their adventurous sense have spread them all over Tamriel, adapting to most environments they settle in, while others prefer to stay in their forests following the tenets of the Green Pact . They follow naming conventions similar to their other Elven cousins. Primary Stats +1 Agility +1 Endurance +2 Piercing +1 Initiative +1 Acrobatics +1 Piercing Resistance Subraces Silvenari Your character is of the Silvenari culture, from Malabal Tor. Known for their ancient knowledge and magical prowess. Considered more 'regal' and sophisticated than their Boiche cousins. +1 Spell Potency -1 Piercing Boiche Your character is of the Boiche culture, from Grahtwood. Known for their courage and resilience. Considered 'tribal' or 'primitive' by some outsiders, and their Silvenari cousins. +1 Resolve -1 Initiative Arenthii Your character is of the Arenthii culture, from Arenthia. Dwelling in a savannah rather than forest, the Arenthii live as persistence hunters. They must often run long distances to catch prey. +1 Athletics -1 Acrobatics Dummy Text. Appearance & Culture Foreign Views The Province of Valenwood Religion The Bosmer are known to be shorter and lither than other Mer. Different from most other races, Bosmer women tend to grow taller than the men. Their features are heavily influenced by the environment their society originated from, with complexions ranging from fair to swarthy. Their eyes tend to be deep brown or dark, with some Wood Elves having black orbs for eyes. Their hair is usually some tone of brown, lighter or darker. Many of the wilder Bosmer living in Valenwood tend to keep it short or tied, so it doesn't get in the way. Upon reaching a certain age, it isn't uncommon for Bosmer men to grow beards. Depending on where the Bosmer lives or is born, their fashion varies. If they're born or live outside of Valenwood, most Bosmer would adapt to the local customs and style. Those born in Valenwood usually prefer to wear clothing made from animals, like leather or bones, as well as different accessories crafted with feathers or insect shells. Some Bosmer glue horns from different animals into their foreheads, though there are cases of those that have been born naturally with them and are considered blessed by Y'ffre . Likewise, some Bosmer in Valenwood have been known to file their teeth to help with their cannibalistic rites. Culture The most defining point of the Bosmeri culture is the Green Pact . The Pact has very clear rules that have to be respected at all times: Do not harm the forests of Valenwood. Do not eat anything made from plant life. Only eat meat. When enemies are conquered, their meat must be eaten and never left ot rot. Never kill wastefully. Never take on the shape of beasts. These tenets are fiercely defended and practiced by most Bosmer in Valenwood, though much rarer in those Bosmer that live outside of their home province or were born in other provinces as their ritualistic cannibalism is seen as barbarism outside of their religion. In exchange for following these rules, the Bosmer believe that their patron deity Y'ffre allows them to live in the vast forests of Valenwood, under his protection. In dire times of war when the forests and Bosmer are threatened, they can call a Wild Hunt . The Wild Hunt is a ritual that turns the Bosmer involved in it irreversibly into rabid, eldritch beasts that rend and cannibalise anything in their path. Only two Wild Hunts have ever been documented in Tamrielic history, as for the Bosmer this is the most extreme measure due to their belief that once they lose the original humanoid shape that Y'ffre blessed them with, they will return to the Ooze , a state of formless chaos previous to Y'ffre's intervention to shape the world. Their religious caste enforces the tenets of the Green Pact with zealous efficacy. The Spinners fulfill the roles of both priests and historians. It is their belief that Y'ffre sings through them as they tell their stories. Despite this, Bosmer have a very different outlook to life, preferring to "live in the present" instead of being anchored in the past or preparing for the future. The Spinners work alongside with the Greenspeakers or Pod-Singers to build living space for their people while respecting the tenets of the Pact. The Greenspeakers are said to sing for days on end, asking the Green to shape itself to create houses, buildings and entire settlements by directly shaping the trees around them. The Spinners also choose who will become the next Green Lady and Silvenar once the previous ones die. Apart from the king sitting in the throne within Elden Root , the Bosmer have two extremely important political and religious figures that embody their bodies and spirits: the Green Lady and the Silvenar. Both are part of the same union that make Valenwood whole. The Silvenar is often viewed by outsiders as the political representative for foreign affairs, though in truth he is said to represent the Bosmer people legally, physically and emotionally. He is extremely empathic and always ready to listen to the pleas and concerns of his people. His other half is the Green Lady. She's known as the Protector of the Bosmer people. She's the embodiment of their ferocity, strength and independence. While the Silvenar is considered the spirit and mind of the Bosmer people, the Green Lady is the body and strength that protects them. Cultural Equivalence & Influences Bosmeri culture is mostly inspired by a mash-up of Native American societies, as well as taking some aspects of ancient European Celtic tribes. With the victory of Tiber Septim over the Summerset Isles thanks to the Numidium during the Tiber Wars , both the Summerset Isles and Valenwood were annexed into the growing Third Empire due to the dissolution of the Second Aldmeri Dominion . This historical event also brought back the Camoran Dynasty to the throne of Elden Root , the capital of Valenwood. Hundreds of years passed and by 3E 249, the growing discontent of the Bosmer under the imperial rule was more than palpable. Haymon Camoran took advantage of the fact and, with the help of a mysterious benefactor, claimed the throne for himself and began a war with Valenwood first, and then against the other provinces of Tamriel. Thanks to an army composed of Daedra and undead hosts, his campaign was very successful and swift, conquering the entirety of Valenwood swiftly and then expanding his sights towards Colovia and Hammerfell . With his power waning, Valenwood revolted against his tyrannical rule and, weakened, ended up failing to conquer High Rock after being defeated and killed against the combined might of its kingdoms. The Bosmer would continue to suffer greatly at the hands of those who surround them. With heartbreaking defeats during the Five Year War against the Khajiit and the War of the Blue Divide against the Altmer further breaking their spirits. Currently, Valenwood is a torn and ravaged land, its people leaderless and distrustful of anyone who would claim the throne for themselves, as well as very discontent with an Empire that has again failed to defend them. The Imperial province of Valenwood can be divided in four main regions that border Cyrodiil to the north, Summerset Isle across the ocean to the west and Elsweyr to the east. Grahtwood: The southeastern region of Valenwood, a jungle filled with colossal graht-oaks. It hosts the capital, Elden Root , a city built around the Elden Tree . The other major cities of the region are Southpoint and Haven . Greenshade: The southwestern region of Valenwood. It features smaller woods and meadows in contrast with the great jungles of Grahtwood. Their main city is Woodhearth , and other major cities include Greenheart and the Altmeri city of Marbruk . Some people venerate the mysterious Wilder King , an ascended mortal with strong ties to the Green. Malabal Tor: The northwestern region of Valenwod. While it's also covered in a jungle similar to Grahtwood, it's denser and the trees are much smaller in scale. Malabal Tor hosts the city of Silvernar , the spiritual center of Valenwood, and the city of Falinesti . It also contains the location of the Ouze , a tar pit that is believed to directly link with the Bosmeri afterlife of the Ooze. Reaper's March: The western portion of the Reaper's March region, known as the Northern Woods, makes up the northeastern reaches of Valenwood. As Greenshade, it's sparsely forested. The greatest city of the region is the multicultural Arenthia . Due to the proximity to Cyridiil and Elsweyr, this region counts with a greater number of ruins from Bosmeri, Colovian and Khajiiti origins after many different raids and incursions throughout the years. The Green Pact has a weaker hold in this region due to the distance with the forests of Valenwood proper and the proximity to the savannahs of Elsweyr. Aside from the cult of Y'ffre and the Green Pact, the Bosmer follow their own Eight Divines: Y'ffre , the God of Song and Forest. Auri-El , the God from which the Wood Elves originate. Arkay , the God of Burials and Funerary Rites. Xarxes , the God of Secret Knowledge and Magic. Mara , the Goddess of Love and Fertility. Stendarr , the God of Compassion and Righteousness. Z'en , the God of Vengeance and the Green. Baan Dar , a Trickster God introduced through their contact with the Khajiit and a God of Archery.

  • Donations | Elder Scrolls Chronicles

    DONATIONS Thank you for considering to offer your financial suppor t to the server. The Elder Scrolls: Chronicles is a hobby project funded by FirstLaw and Xynrael. They cover the server's expenses out of pocket, and are prepared to do so for the foreseeable future. As a result, we are able to maintain a donation policy which we believe is fair, ethical, and supportive towards our community. We will not provide any mechanical advantages, unique races, or other special privileges to players who donate. You may donate through Ko-Fi or PayPal . Budgeting Funds will be spent, at the discretion of the Custodians, on the following expenses in order of priority: Server maintenance costs. Server-related expenses (premium Discord tools, ticket bot, Github premium, website hosting, etc.). Paid server advertisements. Commissions of Elder Scrolls related assets from Conan Exiles mod developers. Donation Tiers Tiers receive all the benefits of tiers above them. If you decide later that you want to upgrade to a higher tier, the value of your current tier will be discounted from the total. Donation rewards can be redeemed once per season , though you must donate again to do so. Discord roles will never be removed regardless of season, even if you do not choose to renew your donation tier. ADORING FAN +20 Chronicle Coins $5 LEGIONARY Journeyman - Blunt Apprentice - Athletics, Intimidation Novice - Melee Accuracy, Resolve Special gold color for in-game name. +100 Build Allowance for all characters during the season. $15 BLADE Special blue color for in-game name. Screenshot of your choice as a loading screen, along with an appropriate loading screen quote of your choosing. A mention / thank you on the website. +100 Build Allowance for all characters during the season (200 total). $50 ELDER COUNCIL Special purple color for in-game name. +100 Build Allowance for all characters during the season (300 total). You may request for a weapon, clothing, or armour model that you have commissioned from a third party modder to be added to the Server Mod. It may be exclusive to you for one season, after which it will become available for all users. $100 Your commissioned asset must be appropriate to the Elder Scrolls setting and lore. By using this donation reward, you agree that Chronicles may continue to use this asset in perpetuity whether or not you continue to play on the server. Chronicles Staff will not create your mod asset―you must commission it or create it yourself.

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