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  • Modlist & IP | Elder Scrolls Chronicles

    Placeholder Modlist & IP Discord Invite Conay Profile https://ratajmods.net/conay/servers/escremaster.json Modlist (Steam Collection) https://steamcommunity.com/sharedfiles/filedetails/?id=3558114323 Modlist (Copy & Paste) C:\Steam\steamapps\workshop\content\440900\3373599765/KnightsSanity.pak C:\Steam\steamapps\workshop\content\440900\1823412793/ModControlPanel.pak C:\Steam\steamapps\workshop\content\440900\1938818750/AkubaSalon.pak C:\Steam\steamapps\workshop\content\440900\3271618837/Chronicles_RPR_v2.pak C:\Steam\steamapps\workshop\content\440900\2799362941/maleNewFaces.pak C:\Steam\steamapps\workshop\content\440900\3076901158/ExiledAesthetics.pak C:\Steam\steamapps\workshop\content\440900\3100719163/EvilSA.pak C:\Steam\steamapps\workshop\content\440900\3066274812/RayasRegalia.pak C:\Steam\steamapps\workshop\content\440900\2503491139/PeopleOfHyboria.pak C:\Steam\steamapps\workshop\content\440900\2772364595/femaleNewFaces.pak 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  • Settlements | Elder Scrolls Chronicles

    What are Settlements? Settlement Growth Settlement Wealth Buildings & Build Menu Settlement Crime Heat & Investigation SETTLEMENTS What are Settlements? Settlements represent player residences that have attracted a population of NPCs to live among them. Settlements grow over time, increasing the clan's Decoration Allowance and unlocking new Building Slots. Illegal settlements, known as Hideouts, are vulnerable to Bounty Hunting. This is essentially a mirror image of Thievery mechanics, but use different skill sets from the investigator for its success tests. Starting a Settlement To found a new Settlement, you must have a clan of 4 people at minimum. You will then be able to create a Settlement through the Settlement Menu (accessible through the /settlement command). It will appear on the map at your current location with a Map Marker of your choosing. You must be in your own Land Claim (from your Conan clan) to found a Settlement. Tip: Try standing on top of a foundation you've put down if it's not working. Public Settlements Settlements are marked on the map and considered public hubs, with mechanical benefits, jobs, and thievery tied to them, and are thus required to have a majority of their build accessible to the public, or have a large, defined, public space. Gates should not be locked, though you are allowed private spaces. If you prioritize privacy, your clan need not use the settlement system. Settlement Growth Settlement Growth is essentially the XP equivalent for your Settlement, whilst your Settlement's Rank is its Level. Each day, Settlements gain an amount of Growth based on Base Growth + Buildings + their current Wealth. After reaching a certain amount of Growth , you may upgrade your Settlement to the next Rank. Ranking up improves the interest rate on Accumulated Wealth, unlocks a new Building Slot, and increases the clan's Decoration Allowance. Each day, your Settlement increases its Growth by 80. This rate can further be improved by constructing the Fields building, which provides an additional 20. Read more below to learn about buildings. For every 100 Wealth stored in the Settlement, the daily Growth rate increases by 1%, up to a maximum of 50%. Settlement Ranks: Settler's Camp -> Rural Hamlet -> Large Village -> Urban Township Hideout Ranks: Criminal's Camp -> Thief's Den -> Brigand's Lair -> Blackguard's Domain Settlement Wealth Another core facet of Settlements is their Wealth. Wealth is how you construct Buildings, and help your Settlement grow faster. For a Settlement to gain Wealth, its members need to donate Septims - either directly via the menu or to their clan lead - which have a 1 to 1 exchange rate. Every day, you gain an interest rate on the Wealth of your Settlement. Your Settlement gains +5 Wealth each day, as well as 2% of their total Wealth. There's a maximum of 5000 Wealth you can store in a Settlement. Aside from this, the main way to increase Settlement Wealth is for clan members to donate Gold, and by having Jobs worked in the Settlement. There is a downside to stacking Wealth without using it, however: criminals and thieves can target your Settlement to steal a portion of its Wealth. Note: You may relocate a settlement with appropriate RP reasoning behind it. To do this, open a Technical Assistance Ticket - you will always keep your Settlement's Buildings and Wealth. Buildings & Build Menu The Clan Leader can use Settlement Wealth to construct Buildings in the Settlement, providing various bonuses and benefits for clan members when they are at home. Buildings provide various bonuses and perks, which are disabled during Sparring, and may be demolished to refund half of their Wealth purchase as Septims to the clan leader. Buildings take 7 days to construct, but this time may be reduced by using the 'Aid Construction' action inside the Settlement. Any clan member can use 'Aid Construction' to reduce the construction's duration by six hours once per day; they need to stay inside the settlement for 30 minutes to do so. 'Aid Construction' uses the highest of your intelligence and strength. You may have a maximum of 5 buildings total, and can only construct one building at a time. The following buildings can be constructed: Fields (200 Wealth): Fertile fields of grain, fruit orchards - signs of farming and goodly manual labour. Effect: Increases the Growth of a settlement by 20. Barracks (500 Wealth): Construct fortified defenses in the settlement. Effect: Provides +1 Physical Resistance, +1 Magic Resistance for clan members when they are inside the settlement. Apothecary (400 Wealth): A building enchanted with a powerful aura to support healing magic. Effect: Provides Advantage on any dice rolls to Mend Wound or Cure Disease. Shrine (500 Wealth): Consecrate a Shrine to the patron deity of the settlement. Effect: Gives passive daily Favour to clan members if their faith matches that of the Settlement. Hideout (400 Wealth): A secret speakeasy where ne'er-do-wells can prepare for heists and schemes. Effect: Any disguises for clan members are created with Advantage when inside a settlement with a Hideout. Library (500 Wealth): A library of grand proportion, walls lined with several stories of tomes, books, logs, records and scrolls of various origins, age and content, alongside nooks for study groups. Effect: Provides a passive +10 Learning Points per day for clan members. Inn (700 Wealth): A place of rest and comfort for those visiting the settlement. Effect: Enables Long Rest in the settlement. Payments for Resting go into the Settlement's Wealth. Smithy (300 Wealth): An anvil and forge, with tools for leather and a tanning rack. Perfect for those who forge weapons for fighters, or to make what protects fighters from harm. Effect: Allows the Armorer and Weaponsmith Professions to interact with their Profession. Workshop (300 Wealth): A loom, tools around for making jewellery. Arcane tables, tools for carving wood. Perfect for those who create outfits and jewellery, and for those who create with magic. Effect: Allows the Clothier and Arcanist Professions to interact with their Profession. Refinery (200 Wealth): A kitchen, a brewery for potions and drinks. A place for combining chemical compounds. Effect: Allows the Steward Profession to interact with their Profession in the settlement. Watchtower (600 Wealth): Construct a high vantage point for spotting intruders or threats from afar. Effect: Provides a +2 bonus to Intuition for clan members inside the Settlement. Memospore Conduit (1200 Wealth): An arcane conduit connected to the flow of the Dreamsleeve, allowing public communication across vast distances. Effect: Adds a Memospore Conduit to the settlement, allowing Memospores to be sent from inside. Settlement Crime Settlements can be targeted by Thieves and Bounty Hunters, depending on whether they're legal or illegal. The two roles function mechanically the same: the difference is in flavour. A settlement needs to have more than 300 wealth to be hit. To target a settlement as a Thief or Bounty Hunter, you need to use the option in the Settlement Menu and remain in the Settlement for 20 minutes. You can but do not need to be in Stealth. Every five minutes, your Tested Skill is rolled vs. the Intuition of every other character in the Settlement. After 20 minutes, your Tested Skill is rolled vs a DC of 12. On a success, you steal 100 wealth from the Settlement, converted into 20 Septims. You gain 5 Heat on a success, and 15 Heat on a failure. Some restrictions apply; you cannot target the same Settlement more than twice in the same week, and Settlements cannot be stolen from more than 5 times in a week. Crimes can also be Investigated. The five types of Crime are: Theft / Espionage / Vandalism: Investigated using Security + Lore. Vampire or Werewolf Attack / Grave-robbing: Investigated using Intuition + Lore. Heat & Investigation Committing any Crime adds to a criminal's Heat in a Settlement. Think of Heat as a criminal's level of infamy - the higher it is, the more difficult it is to remain hidden. Anyone can choose to Investigate a Crime, once per day. To do so, you choose a suspect from the Settlement's list, and investigate the crime. This rolls a 2d50-((Security OR Intuition) + Lore) against the suspect's Heat. For every degree of success below the suspect's Heat, you receive a random piece of information about them. If five degrees of success are achieved, the Investigator gains all the available information, including the suspect's Clan Name, allowing for a likely successful pursuit. An Investigator can also combine information from different crimes and types of crime to deduce that multiple suspects are actually the same person. Upon reaching Heat Threshold 6, an Investigator is given the Clan Name of the suspect. They are then allowed to use this information to find the suspect's home: at this stage, they must raise a Narrative Guidance Ticket to let the staff team know their investigation has succeeded. They will then be given 3 map tiles, 1 of which contains the suspect's home, or the exact map tile if they are a Master in Intuition or Security. Heat Thresholds: Level 1 (Petty): 1-10 Heat. Level 2 (Nuisance): 11-20 Heat. Level 3 (Troublesome): 21-30 Heat. Level 4 (Antagonistic): 31-40 Heat. Level 5 (Notorious): 41-50 Heat. Level 6 (Infamous): 51+ Heat. The owner of a Settlement can Review Suspects. Reviewing Suspects allows you to investigate all the crime categories: Theft, Espionage, Vandalism, Vampire / Werewolf Attack, Grave Robbing (Necromancy). You can also Request Assistance, which allows you to request a nearby Character to perform an investigation on your behalf. This can be useful if you are contracting a detective or bounty hunter, for example.

  • 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 . 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.

  • 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 Lore -2 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 Subrace: Silvenari Required Features: All elven characters must have large, inward-tilting eyes with colourful distinctive irises and a small amount of glow. Elven eyes should have a minimum iris size of 0.5 and a minimum glow of 0.01. Tanned skintone. Elven ears Encouraged Features: High cheekbones and well-defined brow ridge. Brown or dark blonde hair. Fully black eyes (pupil, iris and cornea). Subrace: Boiche Required Features: All elven characters must have large, inward-tilting eyes with colourful distinctive irises and a small amount of glow. Elven eyes should have a minimum iris size of 0.5 and a minimum glow of 0.01. Tanned skintone. Elven ears Encouraged Features: High cheekbones and well-defined brow ridge. Black, red or dark brown hair. Shorter than average height. Fully black eyes (pupil, iris and cornea). Subrace: Arenthii Required Features: All elven characters must have large, inward-tilting eyes with colourful distinctive irises and a small amount of glow. Elven eyes should have a minimum iris size of 0.5 and a minimum glow of 0.01. Tanned skintone. Elven ears Encouraged Features: High cheekbones and well-defined brow ridge. Black or brown hair. Taller than average height. Fully black eyes (pupil, iris and cornea). 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.

  • Setting | Elder Scrolls Chronicles

    The Setting Season One Lore Policy Dragon Breaks & You THE SETTING It is the twilight of the Third Era . The ruby banner of the Septim Empire flutters on the brink of extinction, as the Mythic Dawn cult completes its long-planned conspiracy to end the line of Emperors and usher in a new era of Oblivion . In the shadows, Mehrunes Dagon stirs, eager for the moment when the Dragonfires die and his realm consumes Tamriel . But something is… wrong . Akatosh has eaten his tail. Time, once a river, now coils like a serpent. A fracture echoes through the Aurbis ―a soul, who should have been born, never was. A fixed point in fate, missing. A Dragon Break . And so, on the 27th of Last Seed, 3E 433, a certain cell in the Imperial Prison lies empty. There is no escaping prisoner. No Hero of Kvatch. No Champion of Cyrodiil. The thread of prophecy has unraveled. Without a destined hero to stand against the coming storm, Tamriel hurtles toward an unthinkable future. What becomes of a world abandoned by fate? Who rises to fill the void? Can mortals defy the broken prophecy - or is all doomed to fire, chaos, and anarchy? The Towers crumble. The Dragonfires fade. The Daedra march. The gods are watching. The timeline is broken. This is your story . Forge your own legend in a world where destiny has failed. The Missing Prisoner SEASON ONE Kvatch, the City of Akatosh On the western edge of Cyrodiil, the Gold Coast thrives as a crossroads of peoples and fortunes. Merchants, pilgrims, and wanderers from every province pass through, seeking prosperity in the beating heart of the Abecean trade routes. At the center of it all stands Kvatch, proud sentinel of the Gold Road, commanding the flow of commerce with its tolls and its armies. Silver mined from Colovian hills fuels the city’s wealth, feeding Imperial coffers and supplying the mint of the Empire itself. Yet Kvatch is more than a mercantile power―it is a holy city. The Temple of Akatosh, gleaming above the city’s skyline, draws pilgrims from across Tamriel to pay reverence to the chief of the Nine Divines. Here, under the rule of Count Ormellius Goldwine, opportunity abounds. The Fighters Guild , Mages Guild , Imperial Legion , and Imperial Cult each hold a strong presence within the city, ever eager to welcome new aspirants to their ranks. Whether you are a Colovian by birth or a traveler from distant shores, the City of Kvatch offers paths to wealth, honor, and purpose. But beneath the gilded veneer, shadows lengthen. The fanatics of the Mythic Dawn whisper of an age of fire, t he pickpockets and cunning rogues of the Thieves Guild ever linger as opportunists, and in the halcyon halls of forgotten Ayleid ruins, the mysterious Unfeathered weave plots beyond mortal comprehension. The Gold Coast prospers, but its destiny is in the balance. For in Kvatch, the fate of Cyrodiil―and perhaps all of Tamriel―is already being written. LORE POLICY Key Lore Decisions The Elder Scrolls IV: Oblivion (Remastered) is our primary lore source and is favoured over others in most contradictory situations. The Champion of Cyrodiil does not exist. This is the most important change for the events portrayed on our server. Ithelia should never be referenced IC. Mehrunes Dagon did not invade Tamriel during the Second Era . The Planemeld did happen. Other events of Elder Scrolls Online (ESO) may be interpreted as being of dubious historical certainty. ESO lore concerning the culture of Bosmer, Khajiit, Altmer, Bretons, and Argonians is largely canon. Morrowind's portrayal of Nibenese and Colovian Imperials as distinct cultures different from each other is canon over Oblivion's portrayal. Morrowind's portrayal of the Fighters Guild is canon over Oblivion's. Skyrim, Morrowind, and Oblivion Remastered are our primary sources for race appearances. Daggerfall and other pre-Morrowind games are mostly non canon. While the UESP can be a great resource at times, and we link to it often on this site, do not take everything written on it at face-value. It is open to public editing, and as such, can be prone to inconsistent details, fanfiction, or misinformation. If anything contradicts established lore in the games, or things we have detailed on this site, please open a Narration ticket to ask for clarification. DRAGON BREAKS & YOU If you’ve ever spoken with a serious Elder Scrolls lore enthusiast, you’ve probably heard them say that, in this setting, you can’t really prove anything. Among popular fantasy franchises, Elder Scrolls stands out for its reliance on the unreliable narrator trope. Most of its lore comes through in-universe texts written by characters with their own agendas, flaws, and biases. Sometimes these characters are even outright conspiracy theorists — minotaur lore is a great example of this confusion in action. Inconsistencies and contradictions are everywhere: between games, between expansions, and even within the same game’s internal storytelling. From pre- and post-Morrowind eras, to differences between Skyrim, Oblivion, ESO, and Morrowind itself, the Elder Scrolls canon has been shaped by many authors across decades, each with varying styles and priorities. Some entries build a grounded, near-historical world with recognizable parallels to ancient cultures like Rome or medieval France. Others lean hard into high fantasy reminiscent of D&D or Dragon Age. This wide-ranging style gives fans enormous interpretive freedom — wonderful for single-player experiences, but a challenge for collaborative roleplay. As the storytelling team for Chronicles, we have to navigate these contradictions and make decisions about what is “true” for the sake of consistent and meaningful RP. Our guiding questions are: Which interpretation best supports engaging, interesting roleplay? Which version of events builds narrative tension and creates distinctive characters? Which vision maintains Elder Scrolls’ unique identity rather than making it feel generic or derivative of D&D? The rule of cool is also a core principle. We allow ourselves creative liberty to make interesting decisions. Ultimately, our mission is to build our own “Dragon Break” — a version of Nirn that best supports compelling stories, rich character backgrounds, and a world that feels deep rather than shallow. As Lawrence Schick once put it: “The lore is yours.” In that spirit, where the official games serve our purposes, we use them. Where they do not, we also consider high-quality community works such as Elder Kings , Project Tamriel , and r/teslore Apocrypha . These projects often show a remarkable understanding of the setting and should not be dismissed simply because they aren’t officially endorsed by Bethesda. Accordingly, we’ve made a set of clear lore decisions outlined above . Beyond these, if you want to bring in obscure lore or even creative fanon, please open a Lore Inquiry Ticket and discuss it with the Narration Team. The outcome of any Lore Tickets will be publicly documented, for those scholars among you who may enjoy such things.

  • 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 Subrace: Glenumbran Required Features: Western European Complexion. Encouraged Features: Brown or Blonde hair. Blue or green eyes. Subrace: Iliac Required Features: Western European Complexion. Encouraged Features: Black hair. Blue or green eyes. Subrace: Reachfolk Required Features: Western European Complexion. Encouraged Features: Darker skin tone. Brown eyes. Tattoos. 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 300 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 one hundred 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.

  • Dark Paths | Elder Scrolls Chronicles

    DARK PATHS In the shadows, there is power to be found for the unfettered―likely the product of taboo study, improbable circumstance, or Daedric pact. Beware: these paths will drive you from the arms of civilization, for to be discovered as a traveler of such a road is to bring upon fear, disgust, and the wrath of the Divines, even if not all those who walk these paths are wholly evil. The paths below are skills all their own, once unlocked, and must be invested into via Perk Points like any other skill. Not all those who venture down these paths seek to master them, or have the capability to do so. How far down the trail will you tread, I wonder? Unlocking Your Path The base cost of a Dark Path is 50 Chronicle Coins (CC). Ascension To upgrade from the base path into its advanced form... Vampire -> Vampire Lord Werewolf -> Werewolf Behemoth Necromancer -> Lich ...you will open a Special Character application with Narration once you have spent the required 70 CC. In this ticket, you will go through the normal Special Character application process. If the slots are full, you will be informed and your CC will be returned, so that you may revisit the application at a later date. THE PATH OF VAMPIRISM "Your sleep is troubled by nightmares of a beautiful woman... who you murder in a dark place." A perverse creation of Molag Bal , vampires are immortal, undead beings personified by an endless hunger; they crave and feast upon the blood of the living, spreading their affliction as they feed. As a result, most vampires are a product of disease . They are weakened by sunlight, appear more monstrous the longer they go without blood, and are imbued with supernatural strength and innate powers pertaining to blood , shadow , and illusion magic. THE PATH OF LYCANTHROPY "You dream of the moon, and of a man who is less than a man." A "blessing" of Hircine , lycanthropy too is a disease , an affliction of both body and spirit. Lycanthropes are bound to the moon, transforming into feral monsters that are caught halfway between man and beast, embodiments of the Hunt. In this form, they are overcome by bloodlust more often than not, wielding terrifying strength, speed, endurance, and agility. Currently, the only playable werebeast is a werewolf. THE PATH OF NECROMANCY "The wails of lost souls and the sounds of shambling bones plague your dreams―a vision of a place veiled in purple fog." A school of magic that seeks mastery over life and death, necromancy is often seen as grotesque, its practice being outright banned by the Mages Guild . Necromancers manipulate body and soul, bending spirits and corpses to their will through entrapment and reanimation, utilizing Black Soul Gems. With their knowledge largely being sourced from Molag Bal , and infamously wielded by Mannimarco , its study has fallen into the dark corners of the world, most commonly attracting foul personas.

  • 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 +2 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 Subrace: Chuzei (Indoril) Required Features: All elven characters must have large, inward-tilting eyes with colourful distinctive irises and a small amount of glow. Elven eyes should have a minimum iris size of 0.5 and a minimum glow of 0.01. Grey skin tone (light to dark). Elven ears. Red eyes with black or red sclera. Encouraged Features: High cheekbones and well-defined brow ridge. Mohawk hairstyles. Blue accents in outfit to represent House Indoril. Slim or fit bodies. Brown, black, or red hair, and grey / white if old. Subrace: Armun-Ani (Hlaalu) Required Features: All elven characters must have large, inward-tilting eyes with colourful distinctive irises and a small amount of glow. Elven eyes should have a minimum iris size of 0.5 and a minimum glow of 0.01. Grey skin tone (light to dark). Elven ears. Red eyes with black or red sclera. Encouraged Features: High cheekbones and well-defined brow ridge. European Medieval clothing. Overweight due to indulgence in food and leisure. Yellow accents in outfit to represent House Hlaalu. Brown, black, or red hair, and grey / white if old. Subrace: Gah-Julani (Redoran) Required Features: All elven characters must have large, inward-tilting eyes with colourful distinctive irises and a small amount of glow. Elven eyes should have a minimum iris size of 0.5 and a minimum glow of 0.01. Grey skin tone (light to dark). Elven ears. Red eyes with black or red sclera. Encouraged Features: High cheekbones and well-defined brow ridge. Chitin + plate armour. Powerful, muscular bodies, and rougher faces. Red accents in outfit to represent House Redoran. Brown, black, or red hair, and grey / white if old. Subrace: Mardun-Oadi (Dres) Required Features: All elven characters must have large, inward-tilting eyes with colourful distinctive irises and a small amount of glow. Elven eyes should have a minimum iris size of 0.5 and a minimum glow of 0.01. Grey skin tone (light to dark). Elven ears. Red eyes with black or red sclera. Encouraged Features: High cheekbones and well-defined brow ridge. Chitin + plate armour, layered cloth and hanging fabrics. Hoop earrings. Rough, sharp and sly features. Grey accents in outfit to represent House Dres. Brown, black, or red hair, and grey / white if old. Subrace: Chi-Adduni (Telvanni) Required Features: All elven characters must have large, inward-tilting eyes with colourful distinctive irises and a small amount of glow. Elven eyes should have a minimum iris size of 0.5 and a minimum glow of 0.01. Grey skin tone (light to dark). Elven ears. Red eyes with black or red sclera. Encouraged Features: High cheekbones and well-defined brow ridge. Fine, layered robes and pointy epaulettes. ong, sharp and sly faces. Brown accounts in outfit to represent House Telvanni. Brown, black, or red hair, and grey / white if old. Subrace: Ashlander Required Features: All elven characters must have large, inward-tilting eyes with colourful distinctive irises and a small amount of glow. Elven eyes should have a minimum iris size of 0.5 and a minimum glow of 0.01. Grey skin tone (light to dark). Elven ears. Red eyes with black or red sclera. Encouraged Features: High cheekbones and well-defined brow ridge. Brown, black, or red hair, and grey / white if old. Harsher, more aged faces to reflect the unforgiving Ashlands climate. Agile, lithe bodies with very little fat. Facial ash markings and/or ritualistic tattoos. Practical hairstyles and clothing. 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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