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  • Rules | Elder Scrolls Chronicles

    Community Rules Roleplay Rules Server Culture COMMUNITY RULES 1. Don't be a dick. The golden rule applies: treat others as you wish to be treated. 2. If someone says stop, stop. Doesn't matter if it’s politics, NSFW, or other controversial topics―if someone asks you to change the subject or not post something, give it a rest and move on. If you think someone's taking the piss with it, stop anyway and then raise a ticket. 3. No NSFW or politics. Don't post porn or screenshots of naked characters in the discord. Don't discuss current political events or ideologies. That being said, Chronicles is an LGBT-friendly space and we will not allow this rule to be weaponized against LGBT self-expression. 4. No far-right/fascist material or imagery. Memes containing dogwhistles, nazi iconography or other hateful extremism will be removed. Repeat offenders will be banned. Chronicles is an inclusive space and we will not tolerate the intolerant. 5. Staff and players shall exercise their best judgement at all times. We won't always be able to cover every scenario and also keep rules lightweight. Volunteer Staff, FirstLaw, and Xynrael will always do their best to handle things fairly. Don’t try to be a lawyer. 6. Show mutual respect. We want everyone to have a good time here, but engaging in bad faith won’t be tolerated. 7. If you have an issue with a staff member, make a Custodian Ticket. Tell FirstLaw or Xynrael about it. We are very dedicated to ensuring our team is fair and just, and if you are being abused we will put a stop to it. ROLEPLAY RULES 1. You are always IC. You can build OOC, but if someone wants to interact with you, you must go IC. If you’re logged in and not building, you’re IC. Stop when running into other characters, even if it’s just to emote "/me runs by". Give them a chance to interact if they want to. 2. Respect OOC boundaries. Consequences for actions is reasonable in RP, but don’t try to force others into permanent captivity/slavery, torture, bondage or mutilation/maiming without their consent. You may hold another character captive for 2 hours without OOC consent. 3. Be aware of your own boundaries. You may revoke OOC consent any time during a scene. If you decide after the fact that you didn’t like something, we can’t help you. 4. No sexual assault, necrophilia, or bestiality. Period. If you feel you need to ask for clarification, chances are you shouldn't be doing it. Vampires and Khajiit/Argonians (anthropomorphic) are OK. Player consent is not acceptable; characters must consent. We monitor for such content using keyword alerts. You will get caught and banned if you do this. 5. No pregnancy or children. Any characters depicted must be 18+. You may refer to off-screen children or family in your backstory. Characters must be shelved or retired if you want to roleplay them having children. 6. No voyeurism. If you come across intimate/sexual roleplay, ask for permission before interacting, and don't stick around if they aren't okay with it. 7. No erotic roleplay for Monster Play. When you are playing a Monster character, you are not permitted to ERP. You will be banned from Monster Play if you break this rule. 8. No metagaming. If you saw it on Discord, you don't know it IC, unless it's in the IC Rumors channel. 9. Dice rolls are a suggestion, except for PvP. You can roll dice as you please, but you cannot force others to RP a certain way in response to using dice. For best practice, you should ask OOC if they're OK with respecting a dice roll before you do it. SERVER CULTURE ― A message to the community, written by FirstLaw, the server owner. Concerning Nepotism Staff favouritism, and preferential treatment in general, is a common issue that plagues many Conan Exiles roleplay servers both historically and currently. The vast majority of veteran players in this community usually have stories they can share of such unpleasant experiences, where the power entrusted to people responsible for managing the server has been abused for personal benefit. I strongly believe that nepotism―or rather, let's call it what it is, corruption―is the most corrosive and toxic thing that can ruin a community with a hierarchy. Once it starts, it is extremely difficult to remove, and even more difficult to restore the reputation and trust of a management team once the damage has been done. It is the first and absolute priority of myself personally, as well as Xynrael and any other Custodians that may join us in the future, to ensure that staff corruption does not destroy this community. It is more important to us than anything else; game imbalance can be patched, toxic players can be banned, performance issues can be repaired. What can almost never be recovered is the trust and goodwill of a community after it is lost. Members of the staff team on this server go through an interview process and vote between the Custodians and Staff Leads, and we take reports about their past behaviour into account. Those who have joined our team are people that I personally believe can be trusted to be impartial, fair, and responsible when it comes to exercising the power their role has given them. Our server's systems often rely on good judgment and referee calls from our staff, especially Narrators. Betrayal of that trust will be taken extremely seriously. Staff members who are found to have performed a case of gross favouritism, or demonstrate repeated patterns of behaviour, will be thoroughly investigated by the Custodian team. Corrupt staff members will be banned from the server. If you have concerns about a member of the team, please inform us via Custodian Ticket so that we can investigate appropriately. I hope that this provides some security and confidence to those who have been burned by this issue in the past. Concerning Backchannels & Gossip I keep my team under a strict code of ethics. I feel very strongly that we have a duty of care towards players who choose to play on this server, because you are willingly accepting our authority as referees and decision-makers for your experience. We cannot do that without being worthy of your trust, so I go very far out of my way to keep a clean house and prevent player abuse. We have a system in place for whistleblowing, and I stake my personal reputation on that system working and protecting your identity. That being said, there is another side to the coin. There is a proper way to report staff abuse. In a Custodian Ticket, you can vent as much as you want to; express yourself however you see fit, I won't pass any judgment or break your confidence. It can be emotionally stressful to be abused by someone with authority and I'm very sympathetic to that experience, I've been there before. I will listen to you, and I don't care if you say heated things in a Custodian Ticket. However, I expect the absolute best from my people, and so I also will not tolerate abuse towards them. If I am sent screenshots or other proof of insults, bitching, or nasty toxic discourse about my staff in relation to ESC, I will likely ban you from the server. You have a correct path for challenging staff behaviour. Please use it. Communities are built on trust and a social contract. I promise to you that staff will not be permitted to abuse you. If you break that contract and abuse them, I will respond just as severely. Staff are volunteers and deserve to have a good time here just as much as any player. Treat them with respect, and you will have respect in turn.

  • 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 400 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 270 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.

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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.

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