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- Systems | Elder Scrolls Chronicles
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- 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.
- Activities | Elder Scrolls Chronicles
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- Server Info | Elder Scrolls Chronicles
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- Setting | Elder Scrolls Chronicles
The Setting Season One Lore Policy Dragon Breaks & You THE SETTING It is the twilight of the Third Era . The ruby banner of the Septim Empire flutters on the brink of extinction, as the Mythic Dawn cult completes its long-planned conspiracy to end the line of Emperors and usher in a new era of Oblivion . In the shadows, Mehrunes Dagon stirs, eager for the moment when the Dragonfires die and his realm consumes Tamriel . But something is… wrong . Akatosh has eaten his tail. Time, once a river, now coils like a serpent. A fracture echoes through the Aurbis ―a soul, who should have been born, never was. A fixed point in fate, missing. A Dragon Break . And so, on the 27th of Last Seed, 3E 433, a certain cell in the Imperial Prison lies empty. There is no escaping prisoner. No Hero of Kvatch. No Champion of Cyrodiil. The thread of prophecy has unraveled. Without a destined hero to stand against the coming storm, Tamriel hurtles toward an unthinkable future. What becomes of a world abandoned by fate? Who rises to fill the void? Can mortals defy the broken prophecy - or is all doomed to fire, chaos, and anarchy? The Towers crumble. The Dragonfires fade. The Daedra march. The gods are watching. The timeline is broken. This is your story . Forge your own legend in a world where destiny has failed. The Missing Prisoner SEASON ONE Kvatch, the City of Akatosh On the western edge of Cyrodiil, the Gold Coast thrives as a crossroads of peoples and fortunes. Merchants, pilgrims, and wanderers from every province pass through, seeking prosperity in the beating heart of the Abecean trade routes. At the center of it all stands Kvatch, proud sentinel of the Gold Road, commanding the flow of commerce with its tolls and its armies. Silver mined from Colovian hills fuels the city’s wealth, feeding Imperial coffers and supplying the mint of the Empire itself. Yet Kvatch is more than a mercantile power―it is a holy city. The Temple of Akatosh, gleaming above the city’s skyline, draws pilgrims from across Tamriel to pay reverence to the chief of the Nine Divines. Here, under the rule of Count Ormellius Goldwine, opportunity abounds. The Fighters Guild , Mages Guild , Imperial Legion , and Imperial Cult each hold a strong presence within the city, ever eager to welcome new aspirants to their ranks. Whether you are a Colovian by birth or a traveler from distant shores, the City of Kvatch offers paths to wealth, honor, and purpose. But beneath the gilded veneer, shadows lengthen. The fanatics of the Mythic Dawn whisper of an age of fire, t he pickpockets and cunning rogues of the Thieves Guild ever linger as opportunists, and in the halcyon halls of forgotten Ayleid ruins, the mysterious Unfeathered weave plots beyond mortal comprehension. The Gold Coast prospers, but its destiny is in the balance. For in Kvatch, the fate of Cyrodiil―and perhaps all of Tamriel―is already being written. LORE POLICY Key Lore Decisions The Elder Scrolls IV: Oblivion (Remastered) is our primary lore source and is favoured over others in most contradictory situations. The Champion of Cyrodiil does not exist. This is the most important change for the events portrayed on our server. Ithelia should never be referenced IC. Mehrunes Dagon did not invade Tamriel during the Second Era . The Planemeld did happen. Other events of Elder Scrolls Online (ESO) may be interpreted as being of dubious historical certainty. ESO lore concerning the culture of Bosmer, Khajiit, Altmer, Bretons, and Argonians is largely canon. Morrowind's portrayal of Nibenese and Colovian Imperials as distinct cultures different from each other is canon over Oblivion's portrayal. Morrowind's portrayal of the Fighters Guild is canon over Oblivion's. Skyrim, Morrowind, and Oblivion Remastered are our primary sources for race appearances. Daggerfall and other pre-Morrowind games are mostly non canon. While the UESP can be a great resource at times, and we link to it often on this site, do not take everything written on it at face-value. It is open to public editing, and as such, can be prone to inconsistent details, fanfiction, or misinformation. If anything contradicts established lore in the games, or things we have detailed on this site, please open a Narration ticket to ask for clarification. DRAGON BREAKS & YOU If you’ve ever spoken with a serious Elder Scrolls lore enthusiast, you’ve probably heard them say that, in this setting, you can’t really prove anything. Among popular fantasy franchises, Elder Scrolls stands out for its reliance on the unreliable narrator trope. Most of its lore comes through in-universe texts written by characters with their own agendas, flaws, and biases. Sometimes these characters are even outright conspiracy theorists — minotaur lore is a great example of this confusion in action. Inconsistencies and contradictions are everywhere: between games, between expansions, and even within the same game’s internal storytelling. From pre- and post-Morrowind eras, to differences between Skyrim, Oblivion, ESO, and Morrowind itself, the Elder Scrolls canon has been shaped by many authors across decades, each with varying styles and priorities. Some entries build a grounded, near-historical world with recognizable parallels to ancient cultures like Rome or medieval France. Others lean hard into high fantasy reminiscent of D&D or Dragon Age. This wide-ranging style gives fans enormous interpretive freedom — wonderful for single-player experiences, but a challenge for collaborative roleplay. As the storytelling team for Chronicles, we have to navigate these contradictions and make decisions about what is “true” for the sake of consistent and meaningful RP. Our guiding questions are: Which interpretation best supports engaging, interesting roleplay? Which version of events builds narrative tension and creates distinctive characters? Which vision maintains Elder Scrolls’ unique identity rather than making it feel generic or derivative of D&D? The rule of cool is also a core principle. We allow ourselves creative liberty to make interesting decisions. Ultimately, our mission is to build our own “Dragon Break” — a version of Nirn that best supports compelling stories, rich character backgrounds, and a world that feels deep rather than shallow. As Lawrence Schick once put it: “The lore is yours.” In that spirit, where the official games serve our purposes, we use them. Where they do not, we also consider high-quality community works such as Elder Kings , Project Tamriel , and r/teslore Apocrypha . These projects often show a remarkable understanding of the setting and should not be dismissed simply because they aren’t officially endorsed by Bethesda. Accordingly, we’ve made a set of clear lore decisions outlined above . Beyond these, if you want to bring in obscure lore or even creative fanon, please open a Lore Inquiry Ticket and discuss it with the Narration Team. The outcome of any Lore Tickets will be publicly documented, for those scholars among you who may enjoy such things.
- 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.
- Redguard | Elder Scrolls Chronicles
REDGUARD Overview Stats & Subraces Portrayal -- Redguards are the martial human natives of Hammerfell , a western province in Tamriel , and trace their roots back to the continent of Yokuda . They are reputed to be brilliant battle tacticians and sailors and considered the most naturally talented warriors in all of Tamriel, though they are fewer in number compared to the other races. Having a love for traveling, adventure, and sailing, they can commonly be seen around Tamriel as sailors and mercenaries. Like every race, they have their own unique naming convention . Primary Stats +1 Strength +1 Agility +1 Slashing +1 Athletics +1 Fire Damage +3 Fire Resistance -1 Spell Potency Subraces Crown Your character is of the Crowns - known for upholding ancient Yokudan traditions, and descending from the ancient ruling caste of the Redguards. They are often mistrustful of foreigners. +1 Personality -1 Agility Forebear Your character is of the Forebears - descended from the warrior caste of ancient Yokuda. Known for being more welcoming of foreigners, and open to new ideas, compared to the Crowns. +1 Slashing Resistance -1 Fire Damage Alik'r Your character is of the Alik'r - desert nomads who split off from the rest of Redguard society long ago. Known for their 'strange' ways, and hermetic knowledge. +1 Spell Potency -1 Athletics Subrace: Forebear Required Features: May have a maximum eye glow of 0.005. Arabic, Persian or African skin-tone / complexion. Dark hair. Encouraged Features: Arabic complexion, lighter skintone. Brown eyes. Average or shorter height, muscular build. Subrace: Crown Required Features: May have a maximum eye glow of 0.005. Arabic, Persian or African skin-tone / complexion. Dark hair. Encouraged Features: African complexion, darker skin-tone. Brown or yellow eyes. Taller height, slender build. Subrace: Alik'r Required Features: May have a maximum eye glow of 0.005. Arabic, Persian or African skin-tone / complexion. Dark hair. Encouraged Features: Persian Complexion. Brown eyes. Appearance & Culture Foreign Views The Province of Hammerfell Religion Redguards are known for their tall, gaunt frames, finely toned physiques, and dark complexion that ranges from light brown to black, often with a reddish hue. Their dark colored hair ranges from wavy to tightly curled, usually thick as well as dense, and often has a wiry texture. It can be bodied with tight or loose knots and often decorated with braids. Men often have an affinity for beards, going by the ancient proverb, "A man is only as great as the beard that wears him." Many Redguards can be found with tattoos, body piercings, and scarification. Their clothing is diverse in appearance, though tend to be light, long, and flowing so as best to fight the heat of their inhospitable desert home. Imperial propaganda claims they walk around nude in public, though their tendency to lightweight armor and fine cloth is merely reflective of their environment. Most of their weapons, scimitars by far being the most popular, and armor are decorated and crafted for close melee combat as ranged weapons are seen as less honorable. Culture Yoku , also known as Old Yokudan or High-Yokudan, is their ancient, native language from before their colonization of Hammerfell. Throughout the generations, the native language of the Redguards has been used less and less as they assimilated into the Tamrielic Empire to the point they almost exclusively speak Tamrielic . Now, it is only remembered through certain groups of Yokudans who fought to maintain their language and traditions outside of what the Redguards have become. For example, there are still 48 known versions of the word "honor" in Yoku. Redguards have many respected traditions seen as odd by the rest of Tamriel. They mummify their dead, believe the undead are ancestors returned , the use of Magic and enchantments is heavily frowned upon and considered a weakness, regular camels are shaved and tattooed with mystic runes to prevent becoming lost in the desert while white camels are said to be sacred and devout Redguards bow when one passes, and they give stuffed lizards away as gifts to children. Many of the holidays celebrated in Hammerfell, such as the Day of Lights are believed to have originated in Yokuda and were brought to Tamriel after being adapted to fit their new home. Much of their food , both everyday meals and special meals prepared for holidays, are cooked in a way so as not to exacerbate the already intense heat from the sun during the day. Their architecture can range from simple tents to sturdy domed structures in large cities using knowledge from Yokuda. Their buildings are known for their rigidity, flexibility, heat transference, and ornate beauty, as well as being far more easy to repair than most Imperial buildings. Redguard Mausoleums are thought to be the closest to what true Yokudan architecture looked like. Subcultures When Hammerfell rejoined the Empire as a Province in the Third Empire , the majority of society was split between two main socio-political groups; the Crowns and the Forebearers. The rest of Hammerfell consists of small tribes. The Crowns are descended from the High King and the Na-Totambu who ruled in Yokuda. They hold onto their Yokudan roots vehemently and hate foreigners. The Forebears are descended from the Ra Gada who were exposed to the different nearby cultures of Tamriel. They're far more accepting of foreigners, to the point of aiming to be cosmopolitan, and have merged some of the Divines . The Ash'abah are an ancient and secretive tribe shunned by the rest of Redguard society due to their use of magic and slaying of undead. The Sun-Eaters are considered an exiled tribe and telling their tale is forbidden. The Silverhoof Horsemen are a tribe of nomads dependent on their horse herds. Gallants of Hammerfell , called the Knights of the Desert, are considered to be the Redguard equivalent of Tamrielic Knights . Cultural Equivalence & Influences Redguards are primarily based on the Medieval Middle Eastern Saracen culture. Crown Redguards usually resemble Sub-Saharan Africans with an Arabic influence in their culture while Forebearer Redguards resemble Berber and Moors in both their culture and appearance. When General Tiber Septim started the Tiber War , he first unified the entirety of Cyrodiil , then the northern kingdoms of Skyrim , followed by the petty kingdoms of High Rock . Naturally, the Redguard Kingdom of Hammerfell would be next. King Thassad II decided to resist the extremely successful campaign of conquest of Tiber Septim. Only after his death in 2E 862 did the Redguard Kingdom begin to weaken due to internal instability that culminated in a civil war between the rebelling Forebears and the loyalist Crowns . Through shrewd use of warfare and diplomacy, Tiber Septim completed his conquest of Hammerfell and annex it as an imperial province. The most recent major event in the history of Hammerfell was the invasion of the Camoran Usurper , which started in 3E 249. After a swift conquest of Valenwood, the Usurper began a campaign of aggression against Cyrodiil, then Hammerfell. In thirteen years, he had conquered most of it after the defeat of the kingdoms of Rihad and Taneth . The northern kingdom of Elinhir didn't send help as the undead and daedric armies of the Usurper advanced through the lands. When they were at their gates, the Forebears of Rihad and Taneth responded to their inaction by not helping them. Meanwhile, the Emperor Cephorus II fought a civil war that distracted him from the external conquests of the Usurper. It wouldn't be until a coalition of Breton kingdoms defeated Camoran that the province wouldn't be freed. The Emperor's lack of assistance brought increased hostility toward the ineffective Empire. That, however, was soon mended by Cephorus II's son and successor, Uriel Septim V , who garnered a warrior's reputation reminiscent of his ancestor, Tiber Septim, during his conquest of Akavir. The Nords of Skyrim however are not offered the same kindness as those living in Eastern Hammerfell still hold a grudge after the war of Bend'r-mahk . Hammerfell, once known as the Deathlands, features diverse landscapes including beaches, jungles, grasslands, mountains, and a vast desert. It's divided into several regions and various islands located in the Abecean Sea and Etheric Ocean . Abibon-Gora The Alik'r Desert Bangkorai Craglorn Khefrem Sunforge Faith is almost entirely split between the Crowns and Forebearers, with the Crowns worshiping their ancient Yokudan pantheon and the Forebearers incorporating some of the Divines. The Book of Circles , an enormous part of Redguard culture and everyday life, is present in every house in an alcove and they worship their ancestors fervently. The Eight of the Crowns consist of... Satakal the Worldskin , God of Everything. Ruptga or 'Tall Papa' , the chief deity and first god to figure out how to survive the Hunger of Satakal. Onsi the Boneshaver , a warrior god who taught mankind how to make swords. Diagna , Orichalc God of the Sideways Blade and Avatar of HoonDing . Zeht the God of Farms , God of Agriculture, Civil Law, Mathematics, and Food. Tu'whacca the Tricky God , previously known as the God of Nobody Really Cares, helps Redguards find their way to the afterlife, or Far Shores . Morwha the Teat God , a Goddess of Fertility and Love. She has four arms and is Tall Papa's favorite wife. Tava the Bird God , Goddess of Air, Weather, Sun, and Storms. The Forebearers worship a version of the Divines that is a cross between the Imperial Cult and the traditional Yokudan Pantheon. Akatosh the Dragon God of Time and chieftain of the Divines. Tu'whacca is referred to as Arkay the God of Cycles, specifically that of life and death. Dibella the Goddess of Beauty, Art, and Music. Julianos the God of Wisdom, Logic, and Magic. Tava is referred to as Kynareth the Goddess of the Heavens, Winds, Sea, and Rain. Morwha is referred to as Mara the Goddess of Love, Fertility, and Agriculture. Stendarr the God of Mercy and Justice. Zeht is referred to as Zenithar the God of Honest Work, Commerce, and Wealth. Other deities with significant cults or presence include... Leki, Saint of the Spirit Sword , the Goddess of Abberrant Swordsmanship and Divine Daughter of Tall Papa. HoonDing, the Make Way God , Yokudan spirit of, "Perseverance over infidels." Sep the Snake convinced the other gods to create a 'shortcut' to the Walkabout, resulting in the creation of the mortal world. Ius the Extremely Agitated , a God of Animals. Reymon Ebonarm, the Black Knight , the God of War and Protector of All Warriors. He is the enemy of all Daedric Princes (except Sheogorath ), the Temple of Stendarr , and the Cabal . Malooc, the Horde King isn't worshiped in Hammerfell, though he is recognized as a great enemy to the Redguard people and they celebrate the Festival of Blades in honor of their first victory over him.
- Races | Elder Scrolls Chronicles
MEN IMPERIAL Human descendants of Cyrodiil's mixed populations, known for their diplomatic, commercial, and military acumen within the Empire. BRETON Half-elven humans native to High Rock known for their strong innate magical abilities and hybrid cultural influences. NORD The tall, strong, and proud human natives of Skyrim, known for their martial prowess and resistance to the cold. REDGUARD Skilled warriors from Hammerfell, descended from ancient Yokudans, known for their prowess in swordplay and weapons. MER DUNMER Dark-skinned, red-eyed elves from Morrowind, known for their adaptability and attunement to magic and combat. ALTMER Tall, golden-skinned elves from the Summerset Isles, known for their intelligence and magical affinity. BOSMER Short, nimble forest-dwellers from Valenwood, known for their agility, stealth, and connection to nature. ORSIMER Technically elves, these strong, tribal people are famed for their courage, endurance, and exceptional blacksmithing skills. BEASTFOLK KHAJIIT Feline humanoids from Elsweyr, whose physical form and traits vary depending on the moon phase at birth, and are known for their guile and agility. ARGONIAN The reptilian, amphibian people of Black Marsh, with a deep connection to water, resilience to disease, and unique biological ties to the Hist trees.
- 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 are usually new characters who start their journey at Level 15, but existing characters can be elevated to an SC if the concept corresponds with their ongoing character concept, and are Level 15 or above. An SC 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. On Nobility If you are not a Special Character, a noble title means nothing mechanically. It is self-proclaimed and the ruling Counts of in-game cities are not receiving or recognizing anyone. If you are a Special Character, you can be recognized as a noble by authorities within the realm, even to the point of being a minor Imperial Chancellor. 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
- 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
