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- Special Characters | Elder Scrolls Chronicles
Special Characters Mechanics SPECIAL CHARACTERS Special Characters (SCs) are unique, high-impact roles designed to enrich the server’s narrative. They are story-driven characters with purpose, influence, and the ability to shape the world around them. SCs are not restricted to villains. You can be benevolent or neutral as well. A holy knight, a political powerbroker, a merchant magnate, or a Daedric servant are all possible examples, as long as your concept has story impact. SCs start their journey at level 15 and cannot make use of the New Journey mechanic. What Makes an SC? Uniqueness: Your role should stand out from regular characters. Influence: Your actions should meaningfully affect other players or the world. Story-Driven: You should have a clear goal that drives your narrative. Engagement: You should actively involve others in your story. Relevance: Your concept should be relevant and fitting within the current setting and story. Slots & Access 5 player slots (non-staff). 2 staff slots. Cost: 120 Chronicle Coins (CC). Early Engagement: If no SCs are active, 2 slots open at 80 CC. Player Expectations Lore Accuracy: Your concept needs to adhere to established Elder Scrolls lore. Visibility: At least 3 meaningful story beats or interactions/month. Proactivity: SCs are meant to engage with the world, not hide in the shadows. Story Over Prestige: If you hoard your role without using it, it will be retired. Lifespan & Retirement Max 2 seasons per SC. 1 season cooldown before reapplying with the same SC. You may apply for a different SC immediately after retirement. Buffs help survival, but do not guarantee safety. Final Word Special Characters are for players who want to push the story forward. They are a chance to be remembered as a saint, a schemer, a leader, or a servant of the Princes, but always as a character who made a mark on the world. If you have the necessary Chronicle Coins, if there are open slots, and if you believe you have a concept in mind that could enrich the server and bring story to others, you may apply via opening a Special Character Application ticket under the Narration ticketing channel. In the instance that you may be denied, please do not be discouraged. There are many variables that we will weigh when considering an SC application and a denial is not always attributed to your writing. We will be transparent in our review in order to provide insight that may help you understand the decision we made and where you could have improved. Your time and your passion are very much appreciated, and we will do our best to respect that during the process. We cannot accept everyone. Buffs & Perks Each SC receives buffs suited to their concept. These are not without limit and are tools meant to make your role impactful. Examples of Combat-Oriented Buffs: +25 Health +20 Magicka/Stamina +5 Potential +2 Physical Resistance +2 Magic Resistance +2 Resilience Examples of Non-Combat Buffs: Expanded build/clan size. Additional wealth/resources. Political authority. Influence over factions, trade, or religion. Access to unique artifacts. Legendary Actions Every SC may choose one Legendary Action from a list provided during application. These are unique and powerful abilities that go beyond the normal scope of what a character can achieve. They are meant to highlight the extraordinary nature of your SC. Examples of SCs The following examples are here to show how buffs and perks might look for an SC, though they are not indicative of how detailed a concept should be (these are styled to be brief). They are only suggestions. The sky is the limit when it comes to your concept. Players have full agency over what they apply for, as long as it fits the server’s tone and lore. Benevolent Example: A Blade An Imperial specialist dedicated to protecting the emperor and his bloodline, as well as intelligence gathering. Buffs: +25 Health, +20 Stamina, +2 Physical Resistance, +2 Resilience Non-Combat Perks: A level of authority within the Imperial ranks. Neutral Example: Merchant Prince/Princess A wealthy magnate controlling supply lines and trade. Buffs: +2 Speechcraft, +2 of Chosen Craft Skill Non-Combat Perks: Increased clan size and starting wealth, ability to enforce trade influence or sanctions, and widespread contacts. Ambiguous Example: Elder Council Member A political figure steering Imperial policy from the shadows or in public. Buffs: +3 Speechcraft, +15 Magicka Non-Combat Perks: Political authority, ability to influence Imperial factions, and access to state resources and guards. Ruthless Example: Dremora A Daedric servant bound to Tamriel, carrying out their Prince's will and testing mortals. Buffs: +25 Health, +20 Magicka, +2 Magic Resistance, +2 Physical Resistance
- Hobbies | Elder Scrolls Chronicles
What are Hobbies? Hobby Ranks Hobby Emotes Hobby Types Hobby Progression Hobby Mentorship HOBBIES What are Hobbies? Hobbies are leisure activities your character can partake in during their downtime. They have no mechanical effect whatsoever, and are purely for roleplaying enjoyment. They do allow you to perform a special coloured emote , depending on your rank in that hobby. You may have up to 3 Hobbies at a time. Hobbies can be progressed on your own daily; you can also teach other characters of equal or lower rank than you at your hobby to help them improve. You may forget a Hobby at any time, but any progress will be lost. Your first Hobby will begin at the 'Good (50)' Rank, reflecting your past life experiences. Uniquely, hobby progress persists between Seasons . It may seem like a long grind to improve hobbies, but unlike other forms of character growth, your Hobbies are never reset. Hobbies Hobby Ranks How talented you are with a Hobby is defined by your rank: Beginner : 0 Average : 25 Good : 50 Great : 100 (+50 Building Allowance) Incredible : 150 Masterful : 300 (+100 Building Allowance) Hobbies Hobby Emotes You can perform emotes using your Hobbies, using a special colour based on your Rank in that Hobby. Each time you perform a Hobby, you will get a score. Hobby Emote Score: 1d10+ Governing Attribute + Rank. Each Rank in a Hobby provides +2 to your Score. Masterful Rank rolls the 1d10 with advantage. 'Use Unskilled Hobby' allows you to use a Hobby you are not trained in, but you will roll with disadvantage. Hobbies Hobby Types There are three Hobby categories: Music, Craft, and Motion. Each Hobby has a Governing Attribute , which helps you progress faster in that Hobby. Music Music Hobbies represent your character's skill with particular instruments. You can roleplay this as being familiar with multiple instruments of the same family, or a single instrument. Strings (Intelligence), Percussion (Endurance), Woodwind (Agility), Singing (Personality). Craft Craft Hobbies represent various forms of creating art, or using tools for leisure activities. Woodworking (Agility), Painting (Personality), Pottery (Intelligence), Calligraphy (Willpower), Embroidery (Intelligence), Fishing (Willpower). Motion Motion Hobbies represent using your body and reflexes in an active way for art or sport. Voshball is an Orcish sport similar to Rugby. Paganica is an Imperial sport similar to Golf. Racquets is a Breton sport similar to Tennis. Dance (Endurance), Weightlifting (Strength), Juggling (Agility), Sailing (Endurance), Voshball (Strength), Paganica (Intelligence), Racquets (Agility), Trickriding (Willpower). Hobbies Hobby Progression To progress in a Hobby, you may choose either Normal or Intense Practice. Normal Practice provides 2+(Governing Atttribute) progress in your hobby, and costs nothing. Intense Practice provides 4+(Governing Attribute*2) progress in your Hobby, but costs 25 gold . The gold will be taken after 5 minutes have passed. You may progress a Hobby on your own Once per day. In addition to this, you can also be taught by another character more skilled in this Hobby than you if they use Teach Hobby on you. Choosing a Practice type will immediately start a 5-minute timer, during which you should roleplay practicing your hobby. Entering PvP or starting an Encounter Battle will interrupt the timer. Hobbies Hobby Mentorship Once per day, you may teach another character of the same or lower Rank than you to help improve their Hobby. To do this, you must have the same Hobby, and require their consent. Teaching someone with the same rank as you will give them 2+(Your Governing Attribute) in Progress. Teaching someone with a lower rank as you will give them 4+(Your Governing Attribute*2) in Progress. Starting a Teaching Session will immediately start a 5-minute timer, during which you should roleplay teaching your Hobby. Entering PvP or starting an Encounter Battle will interrupt the timer. If either you or the student disconnect, the timer will be interrupted.
- Faith | Elder Scrolls Chronicles
FAITH Many faiths exist in Tamriel , varying across region, race, and time. It is up to you to determine which your character aligns or affiliates with the most, though the fervor of their practice need not be akin to one of true piety. It is not immersive or believable within the world to say your character "does not believe in the gods." Many of them have interacted with the world in someway and the entire histories of certain peoples are based upon them. The gods, whether you like it or not, are woven into Nirn and the Mundus . It is simply your decision whether you wish to follow and revere them, act against them, or ignore them in hopes they may not have an impact on your life. The faiths of the world often have similarities, gods and goddesses that may represent the same being, but go by different names and have different tales. We have done our best to organize them into a mechanical system, and recognize that not every deity or aspect may be represented due to the ambiguity of religion within The Elder Scrolls. The one thing that seems to unify all faith throughout Tamriel, though, is the fundamental existence of Order and Chaos, of Anu and Padomay . All characters should be mindful of their race 's religious tendencies to either align with them, or to be able to explain why they are not befitting of the norm. Playing a Character of Faith Those who choose to make their character faithful are permitted to pick a single deity to act as the focus of their faith. You are able to roleplay worshiping multiple deities, but only one may be selected as the focus. For the purpose of the mechanics of the system, each deity will have one Origin, three-to-four Domains, and three-to-four Practices associated with them. From the portfolio of your chosen deity, you will select: 1 Domain 2 Practices All three components (Origin, Domain, Practice) are used to determine how much your faith aligns with a target of a faith-based ability within our Combat system. The more they match, the more effective a faith-based healing ability will be and the less effective a faith-based damaging ability will be. The less they match, the less they are healed by faith-based abilities and the more damage they will receive from them. The only exception to this are the Nine Divines , who receive an additional match with one another. Origins Anuic ― Created out of Order; truly divine. Padomaic ― Created out of Chaos; truly unholy. Aetheric ― A primal god bound to the fabric of reality. Mundane ― A god that rose from mortal origins. Domains Dark ― Night, shadows, corruption, the void. Death ― Mortality, decay, afterlife, finality. Deceit ― Lies, secrets, crime, trickery. Freedom ― Liberation, wanderlust, independence, autonomy. Heart ― Emotion, love, hate, fear, envy, lust. Knowledge ― Logic, wisdom, information. Life ― Health, existence, vitality, creation. Light ― Purity, sanctity, radiance, color. Madness ― Insanity, mania, dementia, unpredictability. Martial ― Blades, brawn, strength, honor, chivalry. Nature ― Flora, fauna, the wilderness, the environment. Order ― Structure, integrity, stability. Society ― Civilization, law, conduct, politics. Sorcery ― Magic, arcane, rituals, prophecies. Truth ― Honesty, justice, candor, righteousness. Undeath ― Resurrection, necromancy, defiance of mortality. Practices Aesthetics Ancestor Veneration Animal Husbandry Astrology Authoritarianism Cannibalism Civic Duty Crusading Daedric Deals Egalitarianism Fearful Worship Finance Healing Lycanthropy Mortal Sacrifice Mystic Rites Nautical Veneration Necromancy Oral Storytelling Ostracism Politics Ritual Prayer Survivalism Vampirism Xenophilia Xenophobia
- 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.
- 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.
- Server Info | Elder Scrolls Chronicles
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- Birthsigns | Elder Scrolls Chronicles
BIRTHSIGNS WARRIOR THE The first Guardian Constellation, The Warrior protects his charges during their Seasons. The Warrior's own season is Last Seed when his Strength is needed for the harvest. His Charges are the Lady, the Steed, and the Lord. Those born under the sign of the Warrior are skilled with weapons of all kinds, but prone to short tempers. +1 Strength, +1 Resolve MAGE THE A Guardian Constellation whose Season is Rain's Hand when magicka was first used by men. His Charges are the Apprentice, the Atronach, and the Ritual. Those born under the Mage have more magicka and talent for all kinds of spellcasting, but are often arrogant and absent-minded. +1 Intelligence, +1 Intimidation THIEF THE The last Guardian Constellation, and her Season is the darkest month of Evening Star. Her Charges are the Lover, the Shadow, and the Tower. Those born under the sign of the Thief are not typically thieves, though they take risks more often and only rarely come to harm. They will run out of luck eventually, however, and rarely live as long as those born under other signs. +1 Agility, +1 Intuition LADY THE The Lady is one of the Warrior's Charges and her Season is Heartfire. Those born under the sign of the Lady are kind and tolerant. +1 Willpower, +1 Speechcraft APPRENTICE THE The Apprentice's Season is Sun's Height. Those born under the sign of the apprentice have a special affinity for magick of all kinds, but are more vulnerable to magick as well. +1 Willpower, +15 Magicka, -2 Magic Resistance LOVER THE The Lover is one of the Thief's Charges and her season is Sun's Dawn. Those born under the sign of the Lover are graceful and passionate. +1 Personality, +1 Initiative STEED THE The Steed is one of the Warrior's Charges, and her Season is Mid Year. Those born under the sign of the Steed are impatient and always hurrying from one place to another. +1 Endurance, +1 Athletics ATRONACH THE The Atronach (often called the Golem) is one of the Mage's Charges. Its season is Sun's Dusk. Those born under this sign are naturally enduring and resilient against magic. +1 Endurance, +1 Magic Resistance SHADOW THE The Shadow's Season is Second Seed. The Shadow grants those born under her sign the ability to hide in shadows. +1 Agility, +1 Illusion LORD THE The Lord's Season is First Seed and he oversees all of Tamriel during the planting. Those born under the sign of the Lord are stronger and healthier than those born under other signs. +1 Endurance, +1 Faith RITUAL THE The Ritual is one of the Mage's Charges and its Season is Morning Star. Those born under this sign have a natural attunement to the aspects of the moons and the Divines. +1 Willpower, +1 Lore TOWER THE The Tower is one of the Thief's Charges and its Season is Frostfall. Those born under the sign of the Tower have a knack for finding gold and can open locks of all kinds. +1 Endurance, +1 Security SERPENT THE The Serpent wanders about in the sky and has no Season, though its motions are predictable to a degree. No characteristics are common to all who are born under the sign of the Serpent. Those born under this sign are the most blessed and the most cursed. +2 Luck, +1 Fate, +1 Intimidation -2 Endurance, -1 Willpower
- Khajiit | Elder Scrolls Chronicles
KHAJIIT Overview Stats & Subraces Portrayal -- The khajiit are a feline species of beastfolk hailing from the warm deserts and lush jungles of Elsweyr . Agile and quick, with sharp claws and sharp minds, the khajiit tend to be regarded as dextrous thieves or cunning schemers by most races of Tamriel. Those traits along with their unique anatomy had earned them a certain reputation. However, there is far more to the felines than Skooma addicts and cat-burglars. Unlike most races of Tamriel, the khajiit do not strictly separate the gods and spirits they worship between Aedra and Daedra. While they deem themselves to have been created by Azurah , their culture is far more centered around the worship of the moons of Tamriel and the Lunar Lattice , that influences their lives so deeply as to affect their morphology. Outside of Elsweyr, khajiit clans are virtually alien to most, and they tend to form communities or live as outsiders to most societies. Primary Stats +1 Agility +1 Intelligence +1 Acrobatics +1 Sneak +1 Potential Permanent Nightvision Furstocks Cathay Your character is of the Cathay furstock. They are among the most commonly seen Khajiit throughout Tamriel. Cathay have plantigrade legs. No changes Ohmes-Raht Your character is of the Ohmes-Raht furstock. Ohmes-Raht look similar to Bosmer in many ways. They have Elf ears and a feline tail. Ohmes-Raht have plantigrade legs. +1 Speechcraft -1 Intuition Suthay Your character is of the Suthay furstock. Their role in Khajiit society is believed to involve being prepared for the end of time. Suthay have digitigrade legs. +1 Faith -1 Acrobatics Tojay Your character is of the Tojay furstock. They are known for their prowess with the arcane arts. Tojay have plantigrade legs. +1 Willpower -1 Agility Tojay-Raht Your character is of the Tojay-Raht furstock. They are known for their prowess with the arcane arts. Tojay-Raht have digitigrade legs. +1 Willpower -1 Agility Pahmar Your character is of the Pahmar furstock. They are known for their large size and impressive strength. Pahmar have plantigrade legs. +1 Strength -1 Agility Subrace: Cathay Required Features: One of the cat headsets. Feline ears. Feline tail. Fur covering the whole body. Plantigrade feet (no cat feet). Cat-like pupils. Encouraged Features: N/A. Subrace: Ohmes-Raht Required Features: Mer-like face. Elven ears. Feline tail. Plantigrade feet (no cat feet). Encouraged Features: Fur covering the whole body. Face tattoos to make them look more feline. Feline/Bosmer looking faces. Subrace: Suthay Required Features: Members of this subrace are bipedal in shape, bear thick fur coats and catlike tails and ears and accompanying head morphology, often resembling the faces and features of domestic cats or other predatory felines. Noses in black, pink or brown-- which connect in the manner of a cat to their philtrum. Khajiit eyes should be large and feline, containing no visible sclera when looking dead ahead, as their irises are enormous, and their pupils close to slits depending on lighting. Suthay have digitigrade legs and catlike paws for feet. Encouraged Features: Suthay are slimmer than Cathay and Ohmes-raht on average. Claws on cat-like feed and hands. Subrace: Tojay Required Features: Members of this subrace are bipedal in shape, bear thick fur coats and catlike tails and ears and accompanying head morphology, often resembling the faces and features of domestic cats or other predatory felines. Noses in black, pink or brown-- which connect in the manner of a cat to their philtrum. Khajiit eyes should be large and feline, containing no visible sclera when looking dead ahead, as their irises are enormous, and their pupils close to slits depending on lighting. Tojay have plantigrade legs and walk on their feet like most men and mer. Encouraged Features: Tojay are much slimmer than Cathay and Ohmes-raht on average. Claws on catlike feet and hands. Tojay have shorter snouts and more angular features than their fellow Khajiit. Subrace: Tojay-Raht Required Features: Members of this subrace are bipedal in shape, bear thick fur coats and catlike tails and ears and accompanying head morphology, often resembling the faces and features of domestic cats or other predatory felines. Noses in black, pink or brown-- which connect in the manner of a cat to their philtrum. Khajiit eyes should be large and feline, containing no visible sclera when looking dead ahead, as their irises are enormous, and their pupils close to slits depending on lighting. Tojay-raht have digitigrade legs and catlike paws for feet. Encouraged Features: Tojay-raht are much slimmer than Cathay and Ohmes-raht on average. Claws on catlike feet and hands. Tojay-raht are shorter than Cathay and Ohmes-raht, but much taller than the standard Tojay. Tojay-raht have shorter snouts and more angular features than their fellow Khajiit. Subrace: Pahmar Required Features: Members of this subrace are bipedal in shape, bear thick fur coats and catlike tails and ears and accompanying head morphology. Noses in black, pink or brown-- which connect in the manner of a cat to their philtrum. Pahmar are restricted to appearing only like Tigers or Senche-Tigers, though they are by no means required to maintain similar 'styles' of hair, only the patterns of tigers and their coloration. White, orange, ruddy browns. Khajiit eyes should be large and feline, containing no visible sclera when looking dead ahead, as their irises are enormous, and their pupils close to slits depending on lighting. Pahmar have plantigrade legs and walk on their feet like most men and mer. Encouraged Features: Claws on catlike feet and hands. Pahmar bodytypes are typically large and brawny, or tall and slightly less brawny. But overall, they're muscular. Appearance & Culture Foreign Views The Province of Elsweyr Religion The Khajiit are the more 'outlandish' of the peoples of Tamriel. They are unique in more than one aspect, and they are as varied as the phases of the Moons. Their very biology is influenced by the moons, sixteen phases for sixteen furstocks , widely varied and different from one another. These differences, whilst deterministic in nature, are far more of a curiosity to outsiders than they are to khajiit themselves. A familly of a Senche father, a pahmar mother having given birth to an alfiq, an ohmes and two cathays is something that would be considered a 'normal Elsweyr familly'. The outfits of the felines of Elsweyr vary greatly mainly depending on the region they are originally from. After the dissolution of the sixteen Kingdoms and the enforcement of the Riddle'Thar by Mane Rid-Thar-ri'Datta , the two main dominant cultural styles are those of the Kingdom of Ne Quin-al in the north, warrior-like and pragmatic, opposed to the southern style of the Kingdom of Pellitine , lush, opulent and luxurious. Culture The moons, Masser and Secunda, or Jone and Jode in their tongue, hold a central role in both the religious and biological life of a khajiit. The moon phases influence the catfolk. A khajiit will be born of a specific breed, or furstock , depending on the current phase of the moons. Sixteen phases for sixteen different furstocks. Yet, there is a unique, seventeeth furstock, born only when Masser and Secunda are aligned, called the Dark Moon by the khajiit. During the Dark Moon, a Mane is born, to be the reincarnation and successor to the previous one. Thus, the Mane carries the wisdom and responsibility of all Manes before them, and lead the Khajiit on both a spiritual and political level. The unique and outlandish nature of the khajiit beliefs is rooted deeply in their society. The cat-folk do not believe in laws or rules, and have a very 'case-by-case' approach to life. They even call laws "thjizzrini" in ta'agra , "foolish concepts". This chaotic nature, believed to be a heritage of Padomai, makes the khajiit often seen as untrustworthy thieves, peddlers and skooma-dealers by outsiders. Whilst they do have some degree of truth in those claims, the khajiit way is far more complex and nuanced. Furstocks The phases of the moons, Jone and Jode for the Khajiit, deeply affect their morphology. Aside from the Alfiq easily mistaken for housecats, the bestial Senche often used as battle-mounts, the small Dagi , the mer-like Ohmes and the gigantic Pahmar-Raht , the playable furstocks are: Ohmes-Raht : The Ohmes-Raht can easily be mistaken as men or elves. Just as men, they also walk on their heels. In contrast to men and mer, the body of an Ohmes-Raht is covered by light fur, and they have a tail. It is said they can be found among kings of men. Ohmes-Raht are born when Masser is new and Secunda is waxing. Cathay and Cathay-Raht : The cathay and cathay-raht are the most commonly seen furstocks outside of Elsweyr. They have plantigrade legs (human-like feet). Usually stronger among their peers, they have a sharp mind in a strong body and would often work as swords-for-hire, dock-hands or thugs. The khajiit caravans that travel across Tamriel are often escorted by Cathay or Cathay-Raht. The Cathay-Raht are, however, slightly taller than regular cathay, without being the hulking felines that are the pahmar. This characteristic is what makes them far more common than their more formidable cousins amongst the armed groups of Tamriel. Cathay are born under when Masser is waxing and Secunda is full. If Secunda is waxing as well, the Cathay-Raht are born. Suthay and Suthay-Raht : Suthay are much similar to the cathay, yet they are slightly smaller. Unlike the Cathay, they have digitgrade legs (catlike paws) and are said to be preparing for the end-times within the khajiiti society. The Suthay are known to be good jumpers, agile, sneaky and possessing a bold spirit. This makes them good adventurers and traders. They are however not as good warriors as Cathay-raht. They tend to have sharp claws and feline features, as well as varied and widely different shapes and patterns of feline nature on their furs. Suthay are born when Masser and Secunda are new, and when Secunda is waning, the Suthay-Raht are born. Tojay and Tojay-Raht : The Tojay and Tojay-Raht are two furstock rarely seen outside of Elsweyr. Tojay have plantigrade legs, and Tojay-Raht have digitgrade legs. These specific furstocks are more adept in mysterious magics than the other furstocks, and often embrace more spiritual or almost shamanistic ways than their counterparts. Excellent hunters, spellcasters, dancers and spellblades, they show a profound connection to magicka, yet are a rare sight among the khajiit. Tojay are born when Masser is waxing and Secunda is new, and if Secunda is waning, Tojay-Raht are born. Pahmar : The Pahmar are one of the most formidable furstocks, save except for the mighty Senche-Raht and the Pahmar-Raht. Towering above even the biggest of khajiit, they are excellent warriors and have plantigrade legs. Their furs and appearances are far more tigrine in nature, and are often a source of fear amongst outsiders. Mighty warriors, they are often guards to the Mane or important political or religious figures. Yet, their size and strength makes their adaptation to outside societies difficult, and their bestial features make them rarely leave their homelands. Pahmar are born when Masser is full and Secunda is new. Cultural Equivalence & Influences The cultural references for the khajiit are mainly a blend between Persian, Arabic and Hindu references. The claw-dancing is akin to Shiva's Yoga, where their warrior culture and codes are more akin to the Sengoku Era bushido, along with the spiritual and political nature of the Mane (compared to a Japanese emperor) and the local kings (shoguns). These references are equally blended and shown in their vestimentary styles and architecture (southern moon sugar fields akin to rice fields, where northern temples and deserts are a blend of Persian and Hindi). The History of Elsweyr is a topic in it's own. Particularly rich , the region has never been a calm and peaceful one. During the Merethic Era, Elsweyr had a system of shared governance, where each of the Sixteen Kingdoms would lead the region's policies during their own moonphase. However, the Thrassian Plague has hit Elsweyr harder than most of the rest of Tamriel, and this cycling governance was no longer sustainable as a political regime. The remaining survivors of the plague unified under two banners, the northern Kingdom of Ne Quin-al and the sourthern Kingdom of Pellitine. For several centuries, the two kingdoms were at each others throats, until the Riddle'Thar epiphany of The Mane Rid-Thar-ri'Datta had thus devised the Two Moons Dance, as a new system of both political governance and religious belief. Elsweyr has not remained a self-governed province for long, however, and during the Second Era, as compensation for the Aldmeri help to fight the Khanaten Flu , the khajiit have joined the Aldmeri Dominion in the Three Banners War . Further strife was brought south by Tiber Septim at the End of the Second Era, where the founder of the Septim dynasty constructed and activated the famed Numidium in the Halls of Colossus of an Annequina under Imperial Occupation. The Khajiit are an unruly folk that do not accept the rule of foreigners easily, as mighty as may they be. Rebellions were numerous, such as the one under the rule of Pelagius Septim II , where Torval opposed the imperial rule so vehemently the Empire had to borrow money to pay mercenaries in order to quell it. During the Imperial Simulacrum a conflict between Valenwood and Elsweyr escalated. In 3E 395 , Bosmer invaded Torval, slaying thousands of citizens as retaliation for, as they claimed, Khajiiti bandit attacks. This Slaughter of Torval marked the beginning of the Five Year War for the Khajiit. The Bosmer date its beginning back to 3E 394 . After a lost battle at Zelinin , the Khajiit won the upper hand in all following battles: the Heart of Anequina , 3E 396 at Fort Sphinxmoth , Athay and Vindis . The Khajiit occupied both banks of Xylo River in Malabal Tor . At the end of the Imperial Simulacrum, with Emperor Uriel Septim VII back on the throne, the Empire tried to give back the land to the Bosmer. But Khajiit had already settled down in the area and refused to leave, leaving the Empire to leave the situation, possibly convinced that the land rightly belonged to the Khajiit by ancient treaty, and not to cause another conflict Around 3E 432 there has been another conflict this time between Elsweyr and the County of Leyawiin . A long lasting dispute was resolved by an agreement between the Mane and Marius Caro , Count of Leyawiin, leading to a loss of territory for Elsweyr comparable to the win of the previous Five Year War. This agreement however is not accepted by all Khajiit, many of which still harbour a deep dislike for those who they see "stole" their land. The name of the region comes from an old khajiiti saying : "A perfect society is always found elsewhere", and was adopted as the name for the Elsweyr Confederacy born of the marriage of King Kiergo of Anequina and Queen Eshita of Pellitine in 2E 309. The separation between the north and the south of the region is both cultural and geographical, in both customs, architecture and traditions. Where the more dangerous and harsh deserts of Anequina breed the more hardy and pragmatic northerners, the southerners see them as unsophisticated brutes. When the anequinans look south however, they see decadence and drug-abuse, instead of artists, merchants and residents of lush green jungles. The Khajiit believe they have been made by Azurah to be the smartest, the quickest and the best climbers of all people of Tamriel. The most beautiful too. It comes as no surprise they do not adhere to the usual separation between Aedra and Daedra, and worship the spirits and gods in a different manner to most of the other races. Thus, the khajiit worhsip a Pantheon of gods and spirits , and steer to remain True Cats to be granted access to Lleswer, the khajiit paradise promised by Azurah. The mastery of the spirit and the body go hand-in-hand in the following of this 'Path', and are crystalised in the khajiiti Claw-Dancing . Within this unique belief system, they are believed to be the protectors of the ja-Kha'jay, or the Lunar Lattice , and whenever something attacks and threatens its integrity, the Khajiit are the people who need to set it right.
- 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.
- Systems | Elder Scrolls Chronicles
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