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- Chronicle Coins | Elder Scrolls Chronicles
Chronicle Coins Acquiring Coins New Journey Coin Spending Dark Paths Special Actions CHRONICLE COINS What are Chronicle Coins? Chronicle Coins (CCs) are an account-wide resource that persists between character changes and season resets. You can use them to redeem various special rewards or feature unlocks for your character. This system is our way of rewarding being a long-time player on Chronicles without punishing you for changing characters. It's a good idea to keep at least 10 CCs in reserve, in case you find a Narration Plot you wish to join! Acquiring Coins There's a few ways of gaining Chronicle Coins. 1) Logging in: You gain 1 Coin per day. 2) Levelling up: You get a certain amount of Coins at level 5, 10, 15, and 20, equal to that level. 3) Character Death: If you accept death as part of a Feud, you can receive Chronicle Coins as a reward for good sportsmanship. 4) Narration Events: You can gain up to 5 Coins per week from participating and displaying good roleplay. 5) Monster Play: You gain Coins for reaching Monster Point thresholds in Monster Play. See the Monster Play page for more details. 6) Volunteering as Staff: Subject to being active and doing work, you can gain 10 Coins per month for volunteering. 7) Hosting Player Events: You may gain Coins for hosting social events, or otherwise helping foster a healthy roleplay community, and providing good RP. This is subjective, and up to Staff discretion. 8) Donation: Our first tier of donation ($5) provides 20 Chronicle Coins, which may be redeemed once per season. Higher donation tiers do not provide more Chronicle Coins. New Journey A player may choose to reset their character upon reaching level 20. This resets their level to 1, and gives them +1 Fate Point. They may also receive Chronicle Coins again for reaching level milestones. New Journey characters keep any equipment, gold, or other items they have previously acquired, and they remain the same character. You may roleplay New Journey as a Rite of Akatosh, suffering amnesia, a religious trial, or a curse. Other ideas can be signed off by Narration staff as appropriate. You can do this once per Season. Chronicle Coin Spending You can spend your coins on several options. 1) Build Allowance: You gain +100 Build Allowance for 10 Coins. 2) Sheet Reset: You may reset your Character Sheet up to 3 free resets before level 11. Otherwise, this costs 20 Chronicle Coins. You may change your Attribute Points, Background, Birthsign, and Subrace. You may not change your race. Upon resetting your sheet, your current progress will be recorded and your sheet wiped. You will then be teleported to the Spawn area and instructed to redo your sheet. Once you are finished, speak to the Whitelist NPC to be teleported back to the Game World. After you have been teleported, you will have an option to Restore Progress in the Character Menu . This will restore your level, Learning Points, experience, and other progress. 3) Tier 3 Equipment: You can gain a single piece of T3 Equipment for 50 Coins. You may do this once a week. Individual item statistics can be found in the Item Catalog . Your options are any armor, clothing, weapon, staff, shield, or talisman. Flasks/elixirs, food, alcohol, and drugs cannot be chosen. 4) Dark Paths: See below for more information. 5) Special Actions: See below for more information. 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... Dark Paths are unique systems that you can add to your character, introducing a curse or forbidden knowledge that may grant power, but damns your character to a life of suffering and exile. These systems often demand risk-taking and criminal activity from your character, but reward you with access to abilities and boons that normal characters do not have. Dark Paths cost 50 Chronicle Coins to add to your character. This price may occasionally be discounted to 25 Chronicle Coins by Narration - either for the global server population due to lack of use, or for individual characters based on roleplay. Examples of roleplay that might qualify you for a discount include: - Roleplaying with another character already on that Dark Path. - Requesting power from a deity, such as a Daedric Prince, using the Faith System. - As a narrator reward for your actions during plot events. It is ultimately down to Narrator discretion whether to grant a discount or not. The Dark Paths are: VAMPIRE - A cursed mockery of immortality, sustained by the life-force of mortals. LYCANTHROPE - A curse of the soul, humanity slowly stripped away to be replaced by the Beast Within. NECROMANCER - A forbidden school of magic, offering profane mastery over life and death. Special Actions Special Actions are, as their name implies, special. They require interaction with Narration staff - selecting any Special Action means you will need to open a Narration Ticket to discuss implementation with staff. They are not guaranteed. 1) Narrated Group Story: 70 Chronicle Coins per player. This entitles your group to a narrated storyline of up to 3 sessions of 1-3 hours each. Narration may decline these requests depending on availability, in which case your Coins will be refunded. 2) Play Special Character: 120 Chronicle Coins.
- Feuds | Elder Scrolls Chronicles
What are Feuds? Beginning a Feud Progressing a Feud Staff Involvement FEUDS What are Feuds? Feuds are our way of helping player-on-player conflict remain healthy and with a mechanical escalation process to help provide a framework for character kills and help set expectations. If your conflict—be it a bout of martial excellence, spymaster on spymaster action, or mercantile rivalry—has left you and another character as rivals, then Feuds can help dictate what happens next. Keep in mind: a Feud is only one potential pathway to conflict resolution, not the only one, even when it comes to Player Kills . It should only be taken after appropriate roleplay and, ideally, several interactions between your characters. However, when it comes to Player Kills , it is the only script-ready method that does not rely on consent—so whilst we encourage communication, Feuds can help provide extra spice to your rivalries, add stakes to fights, and help tackle storylines that have stagnated. Above all else: Feuds are meant to resolve and arbitrate Player Kills between two players who disagree. Feuds can also be ended at will if both sides agree. Perhaps because their characters have reached a diplomatic solution, or came to some other mutual resolution—they're meant to be ongoing, active storylines. Beginning a Feud There are two ways to start a Feud . 1) Two players agree to start a Feud without combat happening. If both sides consent, you're free to begin a Feud . 2) At the end of a PvP (a real PvP, not a spar), you can inflict a Feud on a defeated player as a Consequence . This removes their Defeated status, and means they can no longer be given Consequences . However, if you feel like multiple Consequences might be highly appropriate or necessary and/or the other side agrees, you can ask for a staff referee to arbitrate the matter. Before you decide to inflict a Feud on another player, consider a few recommendations: a) Has there been appropriate roleplay before the Feud , and the fight? A random bandit you encounter on the road might not be the right target, but a rival noble from another house might be. Remember, just as Feuds are a two-way street, the roleplay should follow a similar principle. b) Remember that Feuds go both ways, all the way through to the end! Only begin a Feud if you're ready for the two-way street. Progressing a Feud Feuds have three stages: (Stage 1) Enemy -> (Stage 2) Nemesis -> (Stage 3) The End Every Feud begins at Enemy : this is what you and the other person are after the Feud first begins. As feuding players, there are different consequences you can inflict on one another, such as Player Kill . If you choose to Killing Blow an Enemy (or vice versa), the 'Killed' player receives a prompt with two outcomes: 1) They accept the execution. Their character is permanently killed, no ifs, ands, or buts, and they receive 20 Chronicle Coins as an incentive. This is the only stage at which you will receive Chronicle Coins: if the Feud progresses beyond this step and you two become Nemeses, Chronicle Coins are out of the equation. 2) They refuse the execution. The character survives, and the Feud is upgraded to you two being Nemesis . This means there is a minimum of two PvPs, and ideally plenty of RP in-between, before a Killing Blow consequence can be used. 90% of the time, this is going to be at minimum the second time you two have PvPed. If they opt for option 2), the Feud is upgraded to Nemesis , and both sides are given a prompt that the executed character survived the encounter. This either narratively retcons the kill, or interprets it another way: functionally speaking, it is similar to being left for dead, with one side usually assuming the other died. The survivor is given a Mortal Wound . After this, with both of you as Nemesis , the Feud is in its end game. A Nemesis can Killing Blow their Nemesis , which kills their character with or without consent—this is the end of the Feud . Staff Involvement At both stages of receiving an Execute (both as Enemies and Nemesis ), the losing side is given the option of raising a ticket. Consider doing this if there are issues with how the roleplay advanced, OOC dilemmas, or potential rule breaks. If you feel like there was anything problematic OOCly about the interaction, raise the flag as early as possible and document it ahead of time. Note: Feuds CANNOT be delegated. There is no hiring an assassin to resolve your own feud for you, as that is not in the system's scope—to do that, you'd need the consent of the other side. With Feuds , you have to be the one swinging the sword, whether you defeated the enemy yourself or had them brought to you. In the latter case, it is HIGHLY encouraged to communicate with them in advance AND/OR bring in a staff referee to discuss the matter with, especially if you intend to use the Execute consequence as a result.
- Battle Goals | Elder Scrolls Chronicles
What are Battle Goals? Selectable Battle Goals BATTLE GOALS What are Battle Goals? Before a PvP scenario, each character chooses one Battle Goal - a combat mindset that grants specific perks and drawbacks. You cannot change your choice after combat has started. Battle Goals can alter turn order, modify stats, or impose restrictions; some have requirements or costs. Pick the one that best fits your character's aims in the coming fight. How do I use Battle Goals? You can choose individual Battle Goals to learn more about them after PvP has been dropped: after everyone has joined, it's the next step after. Battle Goals are chosen in the PvP Menu, and are hidden until Round 1 Begins. Round 1 can begin only once all Battle Goals are chosen. Selectable Battle Goals Flexible (Recommended): Best to keep your options open. Effects: No Modifiers. Reckless Onslaught: You want to defeat your opponent as quickly as possible, damn the risks. Effects: +1 Accuracy , +1 Damage , -2 Defence , -2 Resolve , -1 Resistances until the end of combat. Patient Defence: Wait them out. Let them get tired. Then strike. Effects: +2 Defence , +2 Resolve , -3 Accuracy , -2 Speed . You take your turn last regardless of initiative order. At the end of Round 3, replace all previous effects with +2 Accuracy, +2 Damage until the end of combat and recover 3 Potential . Get Out Alive: You're not sticking around to find out what happens if you lose. Effects: -3 Accuracy , -3 Damage until the end of combat. +2 Defence , +2 Resolve . On Round 1 only, gain +2 Speed . At the end of Round 1, this is reduced to +1 Speed . At the end of Round 3, Speed and Defence bonuses are removed. -1 Speed until the end of combat. Relentless Pursuit: They're not getting away, no matter how long it takes. Effects: -2 Defence , -2 Resolve , -1 Resistances until the end of combat. +1 Speed . At the end of Round 3, Speed bonus is removed. Aid Ally: You won't carry the day - but your friend might. You cannot change this Battle Goal via any special abilities (such as Sharp Reflexes) after choosing it. -4 Accuracy , -2 Max Potential , +3 Restoration until the end of combat. Choose one other character. They gain +1 Accuracy , +2 Max Potential until the end of combat. Underdog : You're against someone tougher than you, but you aren't going down without a fight. (1v1 Only. Can only be used in 1v1 scenarios. Your opponent must be a higher Level than you are) Effects: Gain max Potential equal to the Level difference between you and your opponent (maximum of +6 ) until the end of combat. On round 1 only, gain Accuracy , Damage , Resolve , and Defence equal to the Level difference between you and your opponent (maximum of +6 ). At the end of Round 1, this bonus is reduced to a +2 if it was higher. If your opponent is a Special Character, the bonus is always at least +2 . Against The Odds : Your chances aren't great - but when cornered, you'll fight fiercely. (2v1 or 4v2 only. Can only be used in 2v1 or 4v2 scenarios where your team is outnumbered) Effects: +2 Damage , +2 Resistances until the end of combat. On round 1 only, gain +5 temporary Potential and +5 Accuracy . You take your turn first regardless of Initiative order. You cannot flee from this Combat. Final Stand : You're outnumbered, but determined to take someone with you! (3v1 only. Can only be used in 3v1 scenarios where you are the Defender. Requires at least 1 Fate Point) Effects: -1 Fate Point . +15 Max Health , +5 Max Potential , +4 Accuracy , +4 Damage , +3 Resistances until the end of combat. You take your turn first regardless of Initiative order. You do not need to Prepare before performing a combat Killing Blow . If 3 or more characters are threatening to harm you, but only 2 join the PvP, you may still use this Battle Goal . Killing blows against you are guaranteed to succeed if you are defeated. There is no chance of survival. You cannot Flee from this combat.
- Backgrounds | Elder Scrolls Chronicles
Acrobat - Agent - Archer Assassin - Barbarian - Bard Battlemage - Crusader - Healer Knight - Mage - Monk Nightblade - Pilgrim - Rogue Scout - Sorcerer - Spellsword Thief - Warrior - Witchhunter Artisan BACKGROUNDS ACROBAT Agile burglars and second-story men. These thieves avoid detection by stealth, and rely on mobility and cunning to avoid capture. Journeyman - Acrobatics Apprentice - Athletics, Dodge Novice - Security, Sneak AGENT Operatives skilled in deception and avoidance, they are self-reliant and independent, devoting themselves to personal goals, or to various patrons or causes. Journeyman - Sneak Apprentice - Illusion, Speechcraft Novice - Piercing, Security ARCHER Fighters specialized in long-range combat and rapid movement. Opponents are kept at distance by ranged weapons and swift maneuver. Journeyman - Ranged Accuracy Apprentice - Piercing, Dodge Novice - Initiative, Intuition ASSASSIN Killers who rely on stealth and mobility to approach victims undetected. Assassins include ruthless murderers and principled agents of noble causes. Journeyman - Sneak Apprentice - Melee Acccuracy, Acrobatics Novice - Dodge, Intimidation BARBARIAN Proud, savage warriors of the plains nomads, mountain tribes, and sea reavers. They tend to be brutal and direct, lacking civilized graces, but they glory in heroic feats, and excel in fierce, frenzied single combat. Journeyman - Blunt Apprentice - Athletics, Intimidation Novice - Melee Accuracy, Resolve BARD Loremasters and storytellers, bards crave adventure for the wisdom and insight to be gained, and must depend on their wits to preserve them from the perils of their educational experiences. Journeyman - Speechcraft Apprentice - Initiative, Lore Novice - Acrobatics, Sneak BATTLEMAGE Wizard-warriors trained in both lethal spellcasting and heavily armored combat. They sacrifice mobility and versatility for the ability to supplement melee and ranged attacks with elemental damage and summoned creatures. Journeyman - Block Apprentice - Alteration, Resolve Novice - Melee Accuracy, Destruction CRUSADER Any heavily armored warrior with spellcasting powers and a good cause may call themselves a crusader. Crusaders do well by doing good. They hunt monsters and villains, making themselves rich by plunder as they rid the world of evil. Journeyman - Slashing Apprentice - Block, Faith Novice - Melee Accuracy, Resolve HEALER Spellcasters who swear solemn oaths to heal the afflicted and cure the diseased. When threatened, they defend themselves with reason and disabling attacks and magic, relying on deadly force only in extremity. Journeyman - Restoration Apprentice - Illusion, Speechcraft Novice - Lore, Spell Potency KNIGHT Of noble birth, or distinguished in battle or tourney, knights are civilized warriors, schooled in letters and courtesy, governed by the codes of chivalry. In addition to the arts of war, knights study the lore of healing and enchantment. Journeyman - Melee Accuracy Apprentice - Block, Speechcraft Novice - Slashing, Faith MAGE Most mages claim to study magic for its intellectual rewards, but they also often profit from its practical applications. Varying widely in temperament and motivation, mages share but one thing in common: an avid love of spellcasting. Journeyman - Spell Potency Apprentice - Conjuration, Lore Novice - Destruction, Alteration MONK Students of the ancient martial arts of hand-to-hand combat and unarmored self defense. Monks avoid detection by stealth, mobility, and agility, and are attuned to the natural world. Journeyman - Mysticism Apprentice - Athletics, Dodge Novice - Lore, Spell Potency NIGHTBLADE Spellcasters who use their magics to enhance mobility, concealment, and stealthy close combat. They have a sinister reputation, since many nightblades are thieves, enforcers, assassins, or covert agents. Journeyman - Sneak Apprentice - Initiative, Illusion Novice - Melee Accuracy, Security PILGRIM Travellers and seekers of truth and enlightenment. They fortify themselves for road and wilderness with arms, armor, and magic, and through wide experience of the world, they become shrewd in commerce and persuasion. Journeyman - Speechcraft Apprentice - Athletics, Faith Novice - Block, Lore ROGUE Adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on charm and dash, blades and business sense, they thrive on conflict and misfortune, trusting to their luck and cunning to survive. Journeyman - Security Apprentice - Sneak, Intuition Novice - Ranged Accuracy, Speechcraft SCOUT Scouts rely on stealth to survey routes and opponents, using ranged weapons and skirmish tactics when forced to fight. By contrast with barbarians, in combat scouts tend to be cautious and methodical, rather than impulsive. Journeyman - Athletics Apprentice - Dodge, Ranged Accuracy Novice - Initiative, Melee Accuracy SORCERER Wielding ferocious arcane potential, sorcerers rely on spells of the mystic arts. They are often greedy for magic scrolls, rings, armor, and weapons. Journeyman - Destruction Apprentice - Dodge, Lore Novice - Mysticism, Spell Potency SPELLSWORD Spellcasting specialists trained to support Imperial troops in skirmish and in battle. Veteran spellswords are prized as mercenaries, and well-suited for careers as adventurers and soldiers-of-fortune. Journeyman - Melee Accuracy Apprentice - Alteration, Spell Potency Novice - Slashing, Dodge THIEF Pickpockets and pilferers. Unlike robbers, who kill and loot, thieves typically choose stealth and subterfuge over violence, and often entertain romantic notions of their charm and cleverness in their acquisitive activities. Journeyman - Sneak Apprentice - Acrobatics, Security Novice - Intuition, Speechcraft WARRIOR The professional men-at-arms, soldiers, mercenaries, and adventurers of the Empire, trained with various weapons and armor styles, conditioned by long marches, and hardened by ambush, skirmish, and battle. Journeyman - Block Apprentice - Athletics, Melee Accuracy Novice - Resolve, Intimidation WITCHHUNTER Dedicated to rooting out and destroying the perverted practices of dark cults and profane sorcery. They train for martial, magical, and stealthy war against vampires, witches, warlocks, and necromancers. Journeyman - Intuition Apprentice - Mysticism, Resolve Novice - Ranged Accuracy, Security ARTISAN Living a simple life without grand ambitions, they learned to provide for themselves and their loved ones through skilled artisanship. Journeyman - [Profession of Your Choosing] Apprentice - Athletics, Speechcraft Novice - Resolve, Intuition, Initiative
- Altmer | Elder Scrolls Chronicles
ALTMER Overview Stats & Subraces Portrayal -- The Altmer , or High Elves, are the proudest among the Mer or Elves. They're native to the southwestern province of Summerset Isle . Their racial pride is well earned, as most of the cultural heritage of the entirety of Tamriel , including language, art and laws originate from Altmer traditions and customs. As such, they can be found anywhere in Tamriel. They're also known to be the greatest practicioners of magic in all Tamriel, a feat innate to them aided by their long lifespan. Most of the Elven names share similarities thanks to the fact that most modern Mer descend directly from the Altmer. Thus Altmer naming conventions are not too different from their other cousins. Primary Stats +2 Intelligence +1 Lore +1 Faith +10 Magicka -1 Magic Resistance Subraces Alinori Your character is of the Alinori culture, from the mainland island called Alinor within Summerset. Known for their strict adherence to Praxis and ceremony, as well as their elitist attitudes. +1 Speechcraft -1 Lore Auridoni Your character is of the Auridoni culture, from the island called Auridon within Summerset. Known for their seafaring traditions and martial heritage. +1 Agility -1 Intelligence Direnni Your character is of the Direnni, from the island of Balfiera in the Iliac Bay. Separated from the rest of Altmer society long ago, they are known for their diplomatic skills. They do not follow Praxis closely, if at all. +1 Personality +1 Conjuration -1 Intelligence -1 Faith Subrace: Alinori 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. Golden/yellow skin-tone. Elven ears. Encouraged Features: High cheekbones and well-defined brow ridge. Long silver or blonde hair. Yellow or purple eyes. Subrace: Auridoni 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. Golden/yellow skin-tone. Elven ears. Encouraged Features: High cheekbones and well-defined brow ridge. Red, brown or dark blonde hair. Yellow or blue eyes. Subrace: Direnni 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. Golden/yellow skin-tone. Elven ears. Encouraged Features: High cheekbones and well-defined brow ridge. Shorter than average height for Altmer. Smaller ears. Yellow, green or blue eyes. Appearance & Culture Foreign Views The Province of Summerset Religion Altmer value their appearance to extreme degrees in the eyes of every other culture in Tamriel. Their people aspire to perfection, and thus have a very strict set of beauty standards: Tall, slender frame, angular, sharp facial features and big, amber eyes. Rarely one can see hairstyles among the High Elves that aren't long, fair manes ranging different blonde tones. Dark hair is much rarer, and usually frowned upon; anything that doesn't share the golden hues so common among the Altmer is seen as undesirable. Those Altmer that are born with glaring imperfections or deformities are known to be casted out and exiled, to be branded as Hulkynds. Their fashion is merely an extension of their quest for perfection: flowing silk robes of vibrant colors, expensive jewelry and gilded armor of white and gold. Other common colours are greens and blues. Culture The Altmeri culture is a very old, very conservative culture with roots stretching back to times when they were not the Altmer, but the Aldmer . They follow a very strict set of social and philosophical rules: Praxis and Alaxon. Praxis is the act of living in resemblance of the gods, so one day they may join them in the heavens. Those that break Praxis are called apraxics and are socially ousted: no well-meaning praxic Altmer should even speak with them. They must try to repair their reputation and recover their social standing, though most decide that remaining in exile is the lesser evil. Alaxon, or Path to Alaxon, is the state of perfection that every Altmer strives for. The Path is what it takes to achieve such a state. It governs every aspect of Altmer culture, an example being their architecture: a constant process of refinement. As is natural, the Altmeri government and its laws are also highly hierarchical and strict. A monarch rules Summerset with the loyal advice of the College of Sapiarchs , the most important scholarly institution in Summerset. The behaviour of different monarchs, all descendants from a very ancient pre-Merethic era dynasty, is guided by the Scrolls of Praxis. The interpreters of these written precedents are the Sapiarches. Under the monarch, hereditary nobles named kinlords and kinladies hold the different fiefs that compose the Summerset Isles. The Divine Prosecution is an institution with the authority of enforcing secular and religious law, and judge those who infringe upon it. Since the times of the First Aldmeri Dominion , a radical faction of supremacists known as the Thalmor has been growing more and more influential within the institution. Subcultures Among the Altmer, we can distinguish two similar but distinct groups: the Altmer that inhabit the Summerset Isles, whom follow the previously established facts and information about the Altmer people, and The House Direnni. The House Direnni are an aristocratic, merchant clan of Altmer that left the Summerset Isles in the middle Merethic Era to settle in the unexplored continent of Tamriel. They settled in what is now known as Isle of Balfiera and established the Direnni Hegemony . Nowadays, the Direnni are but a pale shadow of their glorious past, almost extinct but still surviving. They enslaved the primitive Nedes , but instead of merely treating them like chattel as did their Ayleid cousins, they taught them magic, their language and customs. Many Direnni took Nedes as concubines, and eventually, a race of half-men, half-mer came to be; today, they are known as the Bretons . The Direnni influence and power waned as the Merethic dominion over Tamriel decreased. The Direnni's customs differ from their Summerset equals. While magic is innate to every Altmer, the Direnni preferred to practice other arts and crafts. They're known as the parents of alchemy and enchanting, as well as masters in the field of conjuration. They're also considered great warriors. Culturally, they share much of their original Summerset origins, but their history with the Nedes and later on, Bretons have made them much more agreeable in the eyes of Men. The Direnni do not follow the strict rules of Praxis, which often puts them at odds with their Alinori cousins. Nowadays, the Direnni are considered open minded, pragmatic and humble for Altmer standards, if reserved. Rarely any Direnni steps out of Balfiera, their numbers dwindling more and more with each decade. Cultural Equivalence & Influences The Altmer are based on the higher spheres of Imperial China: Perfection, rank, hierarchy and etiquette. They also get some inspiration from Victorian British aristocratic society. The Altmer have been the driving force behind the creation of the different iterations of the Aldmeri Dominion : an alliance of Altmer, Bosmer and Khajiit . The First Aldmeri Dominion was created in the middle of the Second Era under the leadership of Queen Ayrenn . It would eventually dissolved before the end of the Interregnum . The Second Aldmeri Dominion would be formed later on, in 2E 830, when the Summerset Isles conquered Valenwood after a dynastical conflict: The heirs of the Camoran Dynasty sought help from the Colovian Estates in exchange for land concessions. This prompted a swift invasion of Valenwood . They then put the Thalmor in charge of the government and administration of the Bosmeri homelands. They drove back the Colovian Estates and continued warring against them over the next years. They also struck alliances with many other factions, including Elsweyr . The Second Dominion would see its demise once the seemingly invincible hosts of Tiber Septim set their eyes on the domains of the Bosmer and Khajiit. Despite the swift defeat of the Wood Elves and Khajiit, the Altmeri fleets were unbeatable until Tiber Septim used the Numidium , a mechanical demigod, to completely overpower the last remnants of the Dominion's might. Soon after, the Summerset Isles would be formally incorporated to the Third Empire as one of its many provinces. Only the holdings of the Direnni in the Isle of Balfiera held a modicum of independence as they were already quite isolated from the rest of the world. The news of the death of the Emperor Uriel V in the Battle of Ionith stirred the otherwise still waters that lie dormant beneath the imperial rule of the Summerset Isle. But for now, the Summerset Isle remains a province of the Third Empire. The Imperial province can be divided in two great regions coinciding with the two islands that compose it. They're located in the southwest of Tamriel's mainland. Summerset Isle : The main and biggest island out of the two. It has a warm climate and idyllic landscapes of forests and mountains. Great amounts of corals paint the shores. The isle contains the capital, Alinor , as well as the great cities of Cloudrest or Sunhold . The isle also used to contain one of the towers of Mundus , the Crystal tower . Auridon : The eastern, smaller island that composes the Summerset Isles. It has a very similar climate and geography to Summerset Isle: beautiful forests and craggy mountains. The island contains the cities of Firsthold , Skywatch , and Vulkhel Guard among others. Religion plays a major part in the everyday life of every single denizen of the Summerset Isles, and even of many of those living outside their ancestors' land. The Altmer live under a very strict and hierarchical society, emulating the gods they venerate. They believe they're descendants from the Aedra , and thus their pantheon is formed by the greatest of them as they aspire to one day shed their mortal coils and ascend to live among the stars. The Altmer venerate the Eight Divines. These are... Auri-El : King of the Aldmer and creator of the mortal plane, deceived by the trickster Lorkhan . Magnus : God of sorcery and designer of the mortal plane. Trinimac : God of war that led the hosts of the Aldmer against the armies of Men . Y'ffre : God of the forests and "the now". Xarxes : God of Ancestry and keeper of knowledge, scribe to Auri-El and ascended to godhood. Mara : Goddess of love and fertility, wife to Auri-El. Stendarr : God of mercy and compassion, apologist of Men and thus a controversial deity among Altmer. Syrabane : God-ancestor of magic, ascended after saving many Altmer during the Thrassian Plague and favourite of many magic apprentices.
- 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 Resolve 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 Subrace: Wood Orc Required Features: Tusks, pointed ears, green, gray, and ruddy brown skin. They do not have the white sclera of humans, and theirs instead vary between dark brown, grey, and red. Encouraged Features: Slightly slimmer and shorter builds than the average orc (keep in mind they're still orcs). Short trimmed beards. Ponytails and top-knots are common hairstyles. Subrace: Iron Orc Required Features: Tusks, pointed ears, green, gray, and ruddy brown skin. They do not have the white sclera of humans, and theirs instead vary between dark brown, grey, and red. Encouraged Features: Larger, thicker set frames. Brow horn patterns. Braided hairs. Subrace: Mountain Orc Required Features: Tusks, pointed ears, green, gray, and ruddy brown skin. They do not have the white sclera of humans, and theirs instead vary between dark brown, grey, and red. Encouraged Features: Chonmage cuts, high ponytails, top knots on shaven heads or topknots on long or bound hair. Typically more civilized and varied clothing. Angular facial features. 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.
- Item Catalog PoC | Elder Scrolls Chronicles
Placeholder PLACEHOLDER Exquisite Silk Regalia
- Gathering | Elder Scrolls Chronicles
Gathering Gathering Nodes Other Gathering Methods Exchanging Materials GATHERING Gathering Basics Gathering is how you gain the resources required for crafting items, no matter what they are. You gain 3 Gathering Points ( GPs ) per day. Note: The only exception is the Peaceful Trait, which gives you 4 per day. You can store up to 12 GPs per day, just like Enco unter Energy . By spending one GP on a Gathering Node , you can get a random material from that node's type - for example, metals from a rock, herbs from a patch of grass, and so on. Gathering Nodes Gathering Nodes are always by an Encounter Zone . However, their specific locations are randomized after each server restart - you'll always find them by Encounter Zones but they might not be in the same location, or even by the same Zone. They are made obvious by glowing green sparks visible above them, like in these pictures: When you've found a Gathering Nodes , you can Harvest Resources for one GP . This will roll a flat check against item rarities, and grant you a reward based on that roll. Whilst you may harvest from the same node multiple times, doing so will roll that flat check with disadvantage - which means it'll be rolled twice, and you will take the lower result. This incentivizes but does not enforce you to explore the map and find more nodes. Other Gathering Methods Creatures from Encounter Zone battles can drop ingredients and reagents, usable in Cooking and Alchemy crafting. You can also find Herbs at Herb Nodes - these are scattered around the map, and are NOT found in Encounter Zones . They are one time use only nodes, but they respawn frequently. Exchanging Materials After gathering an item, you can either use it in crafting which is explained in its respective section in this article, or if you've acquired a higher tier of rarity than you need, you can exchange it for two of a lower rarity at the Trident Exchange in Anvil. There, you are able to pay a small commission fee to downgrade a material of a higher rarity into two of a lower rarity. They have to be of the same 'type', e.g. wood goes into wood, and cannot become metal.
- Beginner's Guide | Elder Scrolls Chronicles
Placeholder Beginner's Guide Beginner's Guide The guide below will introduce you to some - but not all - of Chronicles' core systems and concepts, ranging from gear to skills. It's not meant to be an all-encompassing, exhaustive guide, but rather your 101 intro so you're not as lost. If you have any questions about these, feel free to pop a question in the Questions forum! Gear Basics & Tiers During your character's career, you will likely craft or acquire various pieces of Gear. Gear can improve your character's stats, helping you in combat both against NPC enemies and other player characters. It is crafted by Player Characters who have acquired the required skill level in a Profession, and the gear piece's recipe. Gear is colour-coded according to its tier. Grey (Tier 0 / Beginner Gear) is the lowest tier, then Green (Tier 1) , then Blue (Tier 2) , then Purple (Tier 3) , then Yellow (Tier 4, Masterwork) , and finally Red (Uniques) is the highest tier of Gear. There is a lot of customisation and depth involved with Gear, as it can be enchanted or modified in various ways. Gear also has a Durability Rating. When you engage in combat (PvP or PvE), your Gear loses Durability. You will eventually need to repair your Gear if the Durability is reduced to 0. Note: Your starting Grey gear does not lose Durability, but you'll want to replace it with better Gear as soon as you can! Equipping Gear The Whitelist NPC will give you some starting Gear to begin your adventure with. Use the 'Gear Menu' ability in the RPR UI (accessed with Shift+R) and equip your starting Gear. Using this same menu, you can inspect your gear, and unequip either individual or all gear pieces. Weekly Focus Weekly Focus is one of the two main sources of character progression. For each hour (up to 10) you spend online on your character every week, you will receive a reward based on the type of Focus you chose. Note: Weekly Focus also resets any weekly cooldowns that apply to your character. As you become more familiar with Chronicles, you'll see the value of these different types of Focus. For now, we recommend choosing ADVENTURING as your first Focus. Adventuring provides Experience, which will help your character level up faster. You can use the 'Weekly Focus' ability in the RPR UI (accessed with Shift+R) in the 'Character' category and choose your first Weekly Focus. After doing so, you'll be able to choose your next one in 7 days' time; you'll be reminded that your Weekly Focus is available when you login. Character Skills Characters are defined by two values - their Attributes, and their Skills. Each Skill is governed by an Attribute (which you assigned points to when creating your character). For example, Athletics is governed by Strength. This means that your Strength is added to your Athletics score, even if you have no training in Athletics. You can increase a Skill's score even higher by acquiring Ranks with perk points, gained from levelling. In order from lowest to highest, these Ranks and their costs are: NOVICE (1) APPRENTICE (1) JOURNEYMAN (2) ADEPT (2) EXPERT (3) MASTER (3) Note: You can only become a Master of one combat Skill and one Profession skill! It is an important decision that will define your character, so choose wisely when the time comes. The Background you chose during character creation provides a starting set of Ranks in various Skills, representing your character's backstory. You can use your starting Perk Points to upgrade your Skills to a higher Rank. This is done in the Character Menu. To do this, use the 'Character Menu' ability in the RPR UI (accessed with Shift+R) in the 'Character' category and upgrade at least one of your Skills. Note: Each time you level up, you'll receive 2 Perk Points, which can be spent on upgrading your Skills further. Don't worry about this initial decision too much - it's not a big deal, as y ou can reset your character sheet for free several times before you reach level 11 (Available in the Chronicle Coins Menu), so you can always re-do your sheet once you are more experienced with the system or more confident in your character idea. Techniques Attached to every Skill tree are Techniques you can learn, providing your character with abilities. There are a large number of Techniques in the game that do many different things. Some are offensive, some are supportive - some are for use in-combat, others are out-of-combat. Techniques that come from one of the magical schools such as Restoration or Mysticism are called Spells, but are otherwise more-or-less identical. There isn't much of a difference beyond being named that way for immersion. Techniques require your character to have reached a certain Rank in their associated Skill before you can learn them. Some of the most powerful Techniques are exclusive to Master Rank, emphasising how important your decision on which Skill to become a Master of is. You can use the 'Character Menu' ability in the RPR UI (accessed with Shift+R) in the 'Character' category and learn a new Technique for one of your Skills. Techniques cost Learning Points (LP), which can be acquired in various different ways. We'll come back to LP down below. Learning Points We mentioned Learning Points (LP) earlier in relation to getting new Techniques. There are a few ways of gaining LP, such as levelling, or by finding Lorebooks hidden around the world. By reading a specific Lorebook for the first time, your character will gain a burst of additional LP. You can find your first Lorebook near the Mages Guild in the City of Anvil. After that, you'll have to do some exploration to find them on your own, or ask other characters to share their knowledge! Find and read a Lorebook to gain Learning Points.
- 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 +5 Stamina +3 Frost Resistance +1 Physical Resistance 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 Subrace: Eastmarcher Required Features: May have a maximum of 0.005 eye glow. Scandinavian skin-tone / complexion. Encouraged Features: Blue eyes. Blonde hair. Subrace: Westholder Required Features: May have a maximum of 0.005 eye glow. Scandinavian skin-tone / complexion. Encouraged Features: Blue eyes. Blonde hair. Subrace: Skaal Required Features: May have a maximum of 0.005 eye glow. Scandinavian skin-tone / complexion. Encouraged Features: Blue eyes. Brown hair. 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.
