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- 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.
- Orsimer | Elder Scrolls Chronicles
ORSIMER Overview Stats & Subraces Portrayal -- The Orsimer, more commonly known as Orcs , are the Mer that inhabit the Wrothgarian Mountains , the Dragontail Mountains , and Orsinium . They're among the hardiest races in Tamriel. They carry a heavy stigma. In the past they were considered not much more civilized than beasts, nothing more than barbarians. Thanks to the Empire and their martial prowess within the Imperial Legions , they've started to gain more and more recognition. Their armourers and blacksmiths are known to be among the best in all Tamriel. Primary Stats +2 Strength +2 Intimidation +1 Blunt +1 Resolve -1 Block -1 Lore +3 Shock Resistance +1 Blunt Resistance -1 Magic Resistance Subraces Mountain Orc Your character is a Mountain Orc. Dwelling in Strongholds with their clan, Mountain Orcs live a hard life and are often despised as barbarians and raiders by outsiders. This hatred is usually justified. +1 Athletics -1 Resolve Iron Orc Your character is an Iron Orc. Also known as Osh Ornim, Iron Orcs are known for their unique stone worship and savage brutality. They are culturally distinct from other Orcs, and do not usually worship Malacath. +1 Endurance -1 Strength Wood Orc Your character is a Wood Orc. Native to Valenwood, Wood Orcs have adapted to the demands of their unique environment. They have an ancestral feud with Bosmer. +1 Agility -1 Strength Subrace: Wood Orc Required Features: Tusks, pointed ears, green, gray, and ruddy brown skin. They do not have the white sclera of humans, and theirs instead vary between dark brown, grey, and red. Encouraged Features: Slightly slimmer and shorter builds than the average orc (keep in mind they're still orcs). Short trimmed beards. Ponytails and top-knots are common hairstyles. Subrace: Iron Orc Required Features: Tusks, pointed ears, green, gray, and ruddy brown skin. They do not have the white sclera of humans, and theirs instead vary between dark brown, grey, and red. Encouraged Features: Larger, thicker set frames. Brow horn patterns. Braided hairs. Subrace: Mountain Orc Required Features: Tusks, pointed ears, green, gray, and ruddy brown skin. They do not have the white sclera of humans, and theirs instead vary between dark brown, grey, and red. Encouraged Features: Chonmage cuts, high ponytails, top knots on shaven heads or topknots on long or bound hair. Typically more civilized and varied clothing. Angular facial features. Appearance & Culture Foreign Views The Province of Orsinium Religion Most Orsimer have a naturally brawny complexion. This is usually just reinforced due to their most common occupations, developing their physicality. Their skin tones range from light grays to dark greens. Their jaw protrude slightly to accommodate salient tusks of varying sizes. That, alongside their usually flattened noses and smaller eyes, have give them a fame of resembling more beasts than Mer. They usually style their coarse, dark hair into different kinds of dreadlocks. Orcish fashion nowadays could be described as practical. They wear outfits befitting their role in society. As examples, smiths wear non-flammable, cool clothes or warriors wear simple robes under their chainmails or orcish plate armors, always crafted in the most practical and utilitarian sense. Only the wealthiest and most important Orsimer wear robes made out of silk or other expensive materials. Culture Orsimer culture is one deeply rooted in tradition, constantly set aback due to their endless conflict with the other inhabitants of Tamriel. Even though Orsinium is considered the home of the Orcs, they most commonly live in relatively simple but hardy strongholds dotted all around Wrothgar , Skyrim , High Rock , Dragontail Mountains , Valenwood , and Morrowind . Within the strongholds, life isn't easy. Each stronghold has one chieftain that is supposed to be the strongest Orc, and much of the power projection and respect of each clan is measured on the chieftain's might. Only he can have wives and have offspring, the rest of the male Orcs are not allowed. Only the sons of the chieftain can inherit their father's title once one of them manages to kill him, takin his place. But that doesn't mean the women are just accessories to the chieftain. He has many wives, to the point that the female population of any given stronghold is composed of either wives or daughters of the chieftain, the latter waiting to be sent to other strongholds to establish alliances and improve diplomatic ties. His wives all fulfil a different role: huntswife, forgewife, hearthwife and shieldwives are among their roles. Usually, the mother of the chieftain becomes the wise woman, the spiritual guide. It is thus common for many Orsimer to want to escape a life in which one is a worthless man with no real prospects of improving or a woman destined to become just another wife of the chieftain. Their martial and masterful forging skills grant them access to good lives in different cities or even joining the ranks of the Imperial Legion . These Orcs are branded as "city Orcs" by their stronghold counterparts, and considered soft and undeserving of their culture. The perception that other people have of them is mixed: their hardiness and strength in battle is recognized and respected, but at the same time they're seen as brutes. Subcultures Apart from the most common Wrothgarian Orc from which most other Orsimer originate from, there are many other subcultures that vary depending on their environment. These are: Wood Orcs : Living in the province of Valenwood , they're quite more agile and less physically imposing than their mountain cousins due to their treacherous environment. Apart from the geographical differences, they're every bit as Orcish as their other counterparts―brutish, stubborn, and fierce. Iron Orcs : Natives of the Dragontail Mountains of Craglorn . They worship stones and are known for their brutality even among Orsimer standards. They're adept at alchemy, and much more distinct culturally than other Orcs. Mountain Orcs : They inhabit Morrowind , and frequently clashed against the multiple Houses of the Dunmer . Historically, they have fought and side by side with Nords , Dunmer and Dwemer , due to their martial prowess. Cultural Equivalence & Influences As many other races of The Elder Scrolls, the cultural influences of the Orsimer are more of a blend between cultures than any direct translation. In this case, the Orcs draw a lot from those nomadic tribes considered barbarians by most other civilizations like the Huns, Picts or more stereotypical vikings. Since the beginning of their life in Tamriel, the Orsimer have been ostrasized and persecuted. After an entire era fighting for their survival, they eventually would found Orsinium , the true homeland of all Orsimer, north of the province of High Rock. This would, of course, cause great friction with the inhabitants of the region: The Direnni Altmer, the Bretons and the Redguards . This animosity would never really cease, and every few hundred years, Orsinium would fall victim of a great coalition of the civilizations within High Rock and Iliac Bay. Only during the Second Era, during the Interregnum, would the relations between Bretons and Orcs normalise and the Daggerfall Covenant was formed thanks to the leadership of King Kurog . Another incarnation of Orsinium, sometimes called Nova Orsinium, was created by Gortwog gro-Nagorm in 3E 399 . He gathered enough power to force Emperor Uriel Septim VII to formally recognize Orsinium as an equal of the other lesser kingdoms of the Iliac Bay region. During the Warp in the West , Orsinium was one of the four kingdoms to gain control of the Numidium , conquering the surrounding kingdoms and baronies before swearing loyalty to the Emperor Since then, a very tense peace between the Orcs and the denizens of High Rock under the rule of the Third Empire has ensued, while more independent clans of Orcs in other places of Tamriel keep struggling to survive. Orsinium, known as City of Orcs in the Elven language, is the city of the Orsimer and the provincial seat of the region of Wrothgar. It has been sacked and rebuilt many times over the centuries, as the Orcs are often at odds with their Breton and Redguard neighbors. Orsinium was first built in High Rock, straddling the boundary between western Wrothgar and Rivenspire. In the mid-Second Era, the city was relocated to eastern Wrothgar, where it currently resides. Orsimer majorly revere Malacath , the Daedric Prince of Curses and the Betrayed. They believe that Malacath is a broken Trinimac , transformed and cursed by Boethiah . From Malacath, the Orsimer were born, and he gave them the Code of Malacath and his protection as long as they lived by the Code: strength is never granted, it is always earned. If they have a good life following the basic tenet of strength, they will join Malacath in his realm of Ashpit , where they will have endless feasts and battles only to then transition to Aetherius as they prove their worthiness. Other less common cults are... Trinimac, the Elven God of Battle and Might. Some Orcs believe that it actually was Trinimac that defeated Boethiah and claimed her power, and through such power he gave life to the Orcs. Other people think Trinimac and Malacath are completely separate entities, with Malacath working to keep Orcs as eternal pariahs. Boethiah, Daedric Prince of Plots and Cruelty. Though followers of Boethiah are rare among Orcs, they're not completely unseen throughout history.
- Item Catalog PoC | Elder Scrolls Chronicles
Placeholder PLACEHOLDER Exquisite Silk Regalia
- Argonian | Elder Scrolls Chronicles
ARGONIAN Overview Stats & Subraces Portrayal -- Argonians , often referred to by other races as lizards or Lizard Folk (especially in a derogatory sense), are the reptilian natives of Black Marsh , a wild marshland in southeastern Tamriel . Strangely connected to the Hist , a race of sentient trees, they are largely misunderstood and considered alien to the other races of the continent. Even so, they are well known for their swift swimming, agility, cunning, immunity to disease and poison, and their capability of breathing underwater, marking them as dangerous guerrilla warriors that are fiercely protective of their home. Like every race, they have their own unique naming convention . Primary Stats +1 Endurance +1 Speed +1 Athletics +1 Intuition -2 Speechcraft +1 Slashing Resistance Subraces Sarpa Your character is a Sarpa, a feathered, raptor-like form of Argonian. +1 Intimidation -1 Athletics Naga Your character is a Naga, a scaled, serpent-like form of Argonian. +1 Agility -1 Speed Histless Your character is Histless; they were born outside of Black Marsh, and have never communed with the Hist. +1 Speechcraft -1 Intuition Subrace: Naga Required Features: Argonians are the fairly tall lizard-people of Black mash, they should have scales, tails, and lizard-like faces with thin, needle-like teeth. Every member of the Naga subrace resembles some combination of the following– puff adders, waterborn iguanas, giant day geckos, and other snakes. Their heads and snouts are shorter than other Argonians. They have long, needle-like teeth. Think round, short, not angular or dragonlike. Argonian eyes have massive irises, reptile pupils and little-to-no visible sclera. Encouraged Features: Dark purple, dark blue, dark teal scales are most common. Aquatic head details. Short snouts/compact faces. Black or red eyes. Subrace: Sarpa Required Features: Argonians are the fairly tall lizard-people of Black mash, they should have scales, tails, and lizard-like faces with thin, needle-like teeth. Sarpa have long snouts/aerodynamic looking heads, 'long and pincer-like'. Argonian eyes have massive irises, reptile pupils and little-to-no visible sclera. Encouraged Features: Head feathers. Head webbing, chin webbing. Shortness, slimness. Subrace: Histless Required Features: Argonians are the fairly tall lizard-people of Black mash, they should have scales, tails, and lizard-like faces with thin, needle-like teeth. Argonian eyes have massive irises, reptile pupils and little-to-no visible sclera. Encouraged Features: Slim and fairly narrow of build. Taller than the other Argonian subraces. Appearance & Culture Foreign Views The Province of Black Marsh Religion It is believed that the Hist gave Argonians a physical form similar to that of Men and Mer, so as to make their co-existence possible, from their primeval Ancestor Lizard form. But even then, any other race of Tamriel would describe the Argonians in the same way: features of lizards, amphibians, fish, or even birds. Among the most common physical traits, the Saxhleel can have webbed hands and feet, feathers, gills, spiky protuberances of bone, fins, and horns. Every Argonian has a body covered in scales, a reptilian tail, and small lidless eyes. The gender of the Saxhleel is referred to as "life-phase," and it is said that it can change at the request of any individual to the Hist. Even though Argonians in their "female" life-phase seem to have protrusions resembling mammalian breasts, they lay eggs and have no nipples. Argonians are fond of colorful tribal wrappings , decorating themselves with spines, plumes, horns, and feathers, and occasionally dressing up their tails. Culture The Argonian natives of Black Marsh prefer to be called "Saxhleel" instead of "Argonian" when referring to their kind, as the latter is an Imperial term. Any Argonian hatched outside Black Marsh are referred to as Iukiul, or "assimilated people," for they cannot hear the Hist and are disconnected from the rest of their kind. Argonians who leave Black Marsh are also considered Iukiul. This largely separate existence makes it onerous for Argonians to connect with the other races, as they do not express themselves through their facial features as the other humanoids do. Argonians usually live in tribes, each having their own customs, roles, and differing appearances. All tribes are united in their reverence and centralization around Hist trees, however. The Hist guides and nurtures the Saxhleel, sheltering their settlements and their eggs, providing sap for their rituals, and in turn, their people serve the Hist. Every tribe is led by a tree-minder who tends to the tribe's Hist and communicates with it by interpreting signs sent by the Hist. The life of an Argonian begins when a clutch of eggs is conceived by a mated pair. In colder climates, eggs hatch internally within the body, while in warmer, more suitable climates, eggs are transferred to an uxith, or nest, where they are tended to by midwives until they hatch. Hatchlings are born with the ability to walk and require less care than the young of other races. When they come of age, they undergo their Chukka-Sei, a trial of maturity that is meant to prove whether or not they are worthy of being called an adult. The trials are typically designed to test a young Argonian's skill and bravery, sometimes being conducted over the span of several days. The Saxhleel handle their dead in a very specific way. The deceased are often fitted with a wooden funerary mask and buried in the ground. A xul-vaat, or grave stake, has both honorary and practical meaning, keeping the corpse pinned and unable to rise again as an undead Bog Blight while simultaneously carrying the written story of the deceased. It tells the tale of their victories, defeats, their childhood, their friends, their dreams and their nightmares. Grave-singers tend to the dead, fashion the grave stakes, read their inscriptions, and sing the deceased a final song as a sign of respect for all those in attendance to hear. In Black Marsh, ruins of grandiose pyramid structures, referred to as xanmeers, dot the lands, bearing Wayshrines dedicated to the stars. The Argonians do not remember much about their people during the times in which they were built, having abandoned them long ago and taken to building huts of mud and woven reeds from then onward. Such architectural techniques embody their view of time and change, driving them to build structures that are intended to be temporary. Subcultures The Argonians can usually be classified into three different types: Sarpa: A feathered, raptor-like form of Argonian. Naga: A scaled, serpent-like form of Argonian. Histless: Argonians born outside of Black Marsh that have never communed with the Hist. Cultural Equivalence & Influences Much of the Argonian ancient architecture and culture is derived from the Mesoamerican civilizations of old: the Mayans and Aztec. Some small influences from Cambodia (the Khmer), Thailand (the Ayutthaya), and Indonesia (the ancient empire of Majapahit) linger in regard to their clothing. As far as physical traits go, the Argonians seem to take much inspiration from dinosaurs (the Stygimoloch) and various poisonous tropical frogs. The Argonians despise the Dunmer , and for good reason. For thousands of years, and to the current date, the Dark Elves have raided Black Marsh to take the Argonian people as slaves, dragging off entire tribes in chains, the worst being the slave raid of Thorn by the infamous House Dres . The Argonians, though mostly unsuccessful, have always resisted and retaliated against their slavers. Roughly 700 years ago, the Argonians begrudgingly aided the Nords and Dunmer in driving out Tamriel's Akaviri invaders, seeing it as an opportunity to strengthen their people. It resulted in the creation of the Ebonheart Pact , but the military alliance was not long-lasting. Shortly thereafter, high tensions bubbled over with the Altmer of the First Aldmeri Dominion who, unsuccessfully, attempted to use an anomaly known as the Mnemic Egg to commit a terrible, unforgivable crime: the severing of the link between the Argonians and the Hist in order to further their aims in the Three Banners War . They have held animosity for the High Elves ever since. 400 years ago, as a result of the Tiber War , the edges of the province of Black Marsh were assimilated into the Empire . Tiber Septim himself did not attempt to conquer the inner swamps. During the Third Era, the borders of Black Marsh have functioned mostly as a prison state, while the heart has remained outside Imperial governance. In 3E 396 , during the Imperial Simulacrum , a slave revolt escalated into the Arnesian War . Black Marsh was defeated by Morrowind, which took a significant amount of territory (and undoubtedly many new slaves). Although the enslavement of any civilized race was illegal in the rest of the Empire, the Dark Elves were allowed to continue the practice due to the favorable conditions of the Armistice under which Morrowind joined the Septim Dynasty , which allowed the Dunmer to follow their ancient traditions and maintain great autonomy in their domestic affairs. This has led to an overwhelming amount of Argonians to hold an immense hatred for the Dunmer. A lush, dense, foreboding, and dangerous swampland teeming with poisonous plants and violent predators, Black Marsh is the home of the Hist and the Argonian people, dotted with their tribes and ancient ruins. Foreign agricultural, colonial, and commercial ventures beyond the slave-trade of Morrowind have met with abject failure, for the Argonians' tribal organization has long been efficient, preventing them from being fully integrated into the Empire. Black Marsh has seven notable regions: Arnesia Middle Argonia Murkmire Norg-Tzel Shadowfen Thornmarsh The Ultherus Swamp Above all else, the Hist is revered by the Argonian people, and those born of Black Marsh are capable of wielding Hist-magic , which does not operate as conventional spellcraft does. They have their own creation myth centered around the idea that the world was created through the struggle of two spirits: Atak and the Great Root . Argonians believe in reincarnation; when an Argonian dies and their corpse is returned to nature, their soul returns to the Hist, where they will be reborn, thus they rarely hold grudges among tribes. They believe that any individual from any tribe may end up being reborn as one of their enemies, thus hating each other means hating themselves. Similar to the Bosmer , they live in the present and not the past or future. They care little for the concept of time, embracing change, which they call "vastei." To try and resist it is folly in their eyes, and Death is just another element of that change. A religious practice that Argonians partake in is called the dream-wallow, which is an experience that totes the lines between vision and reality, achieved through isolation and exposure to potent mind-altering herbs so that the participant may see beyond the physical realm. It is said to be capable of physically manifesting objects into the material world. The only other entity that the Argonians worship, which is a being that even the Hist acknowledges, is the embodiment of Death and the Void : Sithis . The Clutch of Nisswo , a group of wandering priests, and the Shadowscales , a monastic order of assassins and enforcers, are longstanding religious bodies that serve the Argonian people in Sithis' name.
- Gathering | Elder Scrolls Chronicles
Gathering Gathering Nodes Other Gathering Methods Exchanging Materials GATHERING Gathering Basics Gathering is how you gain the resources required for crafting items, no matter what they are. You gain 3 Gathering Points ( GPs ) per day. Note: The only exception is the Peaceful Trait, which gives you 4 per day. You can store up to 12 GPs per day, just like Enco unter Energy . By spending one GP on a Gathering Node , you can get a random material from that node's type - for example, metals from a rock, herbs from a patch of grass, and so on. Gathering Nodes Gathering Nodes are always by an Encounter Zone . However, their specific locations are randomized after each server restart - you'll always find them by Encounter Zones but they might not be in the same location, or even by the same Zone. They are made obvious by glowing green sparks visible above them, like in these pictures: When you've found a Gathering Nodes , you can Harvest Resources for one GP . This will roll a flat check against item rarities, and grant you a reward based on that roll. Whilst you may harvest from the same node multiple times, doing so will roll that flat check with disadvantage - which means it'll be rolled twice, and you will take the lower result. This incentivizes but does not enforce you to explore the map and find more nodes. Other Gathering Methods Creatures from Encounter Zone battles can drop ingredients and reagents, usable in Cooking and Alchemy crafting. You can also find Herbs at Herb Nodes - these are scattered around the map, and are NOT found in Encounter Zones . They are one time use only nodes, but they respawn frequently. Exchanging Materials After gathering an item, you can either use it in crafting which is explained in its respective section in this article, or if you've acquired a higher tier of rarity than you need, you can exchange it for two of a lower rarity at the Trident Exchange in Anvil. There, you are able to pay a small commission fee to downgrade a material of a higher rarity into two of a lower rarity. They have to be of the same 'type', e.g. wood goes into wood, and cannot become metal.
- Nord | Elder Scrolls Chronicles
NORD Overview Stats & Subraces Portrayal -- Nords , sometimes called the Northmen or the Children of the Sky, are a proud, hardy, stubborn, and passionate human people with a natural resistance and acclimation to the cold mountains of their homeland: the northern province of Skyrim . Known across Tamriel as brave, fierce, enduring warriors of brawn, they often fill the roles of soldiers, mercenaries, and guards across the continent, excelling in all manner of warfare and garnering a militant reputation that their neighbors are oft wary of. They originally hail from the far northern realm of Atmora , having sailed south to Tamriel in ancient days under the famed leadership of Ysgramor . Like every race, they have their own unique naming convention . Primary Stats +1 Strength +1 Endurance +2 Resolve +1 Intimidation +5 Stamina +3 Frost Resistance +1 Physical Resistance Subraces Eastmarcher Your character is of the Eastmarcher culture, known for their hardiness, pride, and distaste for foreigners. +1 Blunt Resistance -1 Frost Resistance Westholder Your character is of the Westholder culture, known for their welcoming nature and bardic traditions. +1 Personality +1 Speechcraft -1 Strength -1 Intimidation Skaal Your character is of the Skaal, from Solstheim. Cousins to the other Nords, considered more primitive by some. Known for their more 'stone-age' fashion, and their unique religion. +1 Faith -1 Intimidation Subrace: Eastmarcher Required Features: May have a maximum of 0.005 eye glow. Scandinavian skin-tone / complexion. Encouraged Features: Blue eyes. Blonde hair. Subrace: Westholder Required Features: May have a maximum of 0.005 eye glow. Scandinavian skin-tone / complexion. Encouraged Features: Blue eyes. Blonde hair. Subrace: Skaal Required Features: May have a maximum of 0.005 eye glow. Scandinavian skin-tone / complexion. Encouraged Features: Blue eyes. Brown hair. Appearance & Culture Foreign Views The Province of Skyrim Religion The tallest of all the Tamrielic human races, Nords are fair-skinned and mostly fair-haired, tones of blonde, red, auburn, chestnut, and earthy brown being the most common among their people. Styles of their hair have a wide variety, ranging from long and flowing, shoulder length tresses to shorter cuts. Braids are looked upon favorably and beards are by no means uncommon amongst the men. Their eyes usually range between blue, grey, hazel, brown, and the rare green. Broad shoulders and squared facial features are more prevalent than not, among both men and women. Most Nords, like their homeland and their culture, take on a more rugged look, not caring about aesthetics as much as other races might. They dress to fit the climate in which they live, but much of their attire is usually practical, able to weather a storm―crafted from animal skins and cotton. In the colder climates, they frequently dress themselves in furs of various colors. Some Nords take a liking to warpaint and tattoos, either for personal reasons or for ancestral pride. Culture Strength and skill are respected most of all by the Nords, but it is tempered by superstition born from the old ways. The heavier the influence of the ancient Nordic traditions, the stronger the wariness and intolerance they hold for outsiders and those different from them. While magic used to be held in high regard with the reverence of Shor , it dwindled overtime, tainted by the poor experiences of the Nords with the Dragon Cult , the Falmer , and the recent madness of Queen Potema . Magic is distrusted, seen as dangerous in its power and volatility. In the same vein, there is a general resentment that all Nords feel for elves, ingrained in them from bygone days of Falmeri wars that have resulted in Nords of the current era blaming all of their unexplained misfortunes on the Falmer and their vile ways. Tradition in the old holds of Skyrim leads young men to venture out into the icy wastes in the dead of winter to battle and defeat an Ice Wraith in order to claim citizenship. Nords also practice wergild, a traditional rite of retribution where, when a life is taken, a life must be accounted for in return, either through blood or material payment. Nearly all Nords garner a love for music and mead and are known for their warm, hearty feasts. Farming is a difficult thing in Skyrim, and as such, meat and berries make up a majority of the Nord Cuisine : wild game, fish, large roasts, and rustic desserts. Nordic architecture is as stubborn and enduring as their people, lasting hundreds of years, built partly underground to conserve heat. Stone is used for a base, wood for support, and straw for the roof. Subcultures The Nord people fall roughly into three different groups: Eastmarchers: Nords of the old holds, known for their hardiness, pride, and distaste for foreigners. Westholders: Influenced by Imperials and Bretons , these Nords are known for their welcoming nature and bardic traditions. Skaal: Originating in Solstheim , the Skaal are cousins to other Nords, considered more primitive by some and known for their more archaic fashion and unique religion. Cultural Equivalence & Influences Nords are heavily influenced by the Norsemen of Scandinavia and northern Germany, who were prevalent in the Early Middle Ages. Their aesthetic matches closely to the Vikings, though they are not as seafaring. The Skaal are very similar to the Sami people of Finland, especially in the context of being somewhat removed from the greater Norse culture. Dovahzuul, the language of dragons, is inspired by ancient cuneiform and Old English. Nearly 400 years ago, the Nords stood against Tiber Septim in their seizing of Sancre Tor . After Tiber Septim reclaimed it in 2E 852 , however, the Nords were absorbed relatively peacefully into the Empire . Many Nords have supported their families through employment with the Imperial Legion since. The most recent notable event of the Nords is their participation in the War of the Red Diamond roughly 270 years ago. Skyrim supported Queen Potema against the greater Empire, fighting for seventeen years in a gruesome civil war that unraveled the madness of the Wolf Queen, who turned Solitude into a "land of death" with her unbridled use of Necromancy and daedric summoning, allegedly even turning generals and servants into the undead. It is whispered that the sickness of her mind was so potent that it was responsible for the infamous madness of her successor in Solitude: Pelagius the Mad . Queen Potema was defeated and slain, and in the wake of her fall, an underground movement in Skyrim, called the Hörme, rose. It is their belief that the Wolf Queen and her deposed son, Uriel III , were the last of Tiber Septim's true blood. In her name, they continue to lead raids against Imperial interests in Skyrim. A cold and mountainous region known as the Old Kingdom, Mereth, or the Fatherland, Skyrim is the northernmost province of Tamriel dotted with ruins and the scars of past wars. It is ruled by the High King, who is chosen through the Moot , a convention of the regional rulers of the realm―the Jarls . A jarl presides over each hold of Skyrim: Eastmarch Falkreath Hold Haafingar Hjaalmarch The Pale The Reach The Rift Whiterun Hold Winterhold "A Nord is judged not by the manner in which he lived, but the manner in which he died." To die honorably and valiantly is to secure one's afterlife in Sovngarde , the Hall of Valor―a place of unending bliss and camaraderie, frozen in time. It is this belief that give the Nord people hope to commit acts of bravery and to endure their harsh lands and their harsh lives, for there is a grim truth for all pious Nords: Alduin, the World-Eater, will eventually devour the world. All other souls who pass peacefully will travel to Aetherius instead of Sovngarde. In ancient days, when Ysgramor brought the Five Hundred Companions back to Skyrim, they brought with them the worship of animal gods. These aspects eventually evolved into the gods of the Nordic Pantheon, which has been adopted by the majority of Nords of the current era. The exception to this are the Skaal of Solstheim, who carry on the old tradition of animal worship and the veneration of all nature. To them, life and the world itself is seen as the gift of a benevolent, unknowable creator called the All-Maker. The Nordic Pantheon consists of... Kyne , The Hawk, goddess of the storm, widow of Shor, and head of the pantheon. She gave men the storm voice, the Thu'um , by breathing life into them at The Throat of the World . It is for this reason that the Dragonborn are revered by the Nords, weaving great stories and worship to Talos , the ascended Tiber Septim, and Wulfharth . Mara , the She-Wolf, mother goddess and handmaiden of Kyne. Jhunal , the Owl, god of runes and hermetic orders. Shor , the Fox, the dead god and ruler of Sovngarde. Stuhn , the Whale, god of ransom, fraternity, and justice. Dibella , the Moth, goddess of beauty and artistry. Tsun , the Bear, god of trials against adversity. He died defending Shor and became the guardian of the bridge to the Hall of Valor. Orkey , the Snake, the god of mortality. He, alongside Herma-Mora and Mauloch , are named the Testing Gods―feared and warded against by Nords instead of worshiped. Alduin , the Dragon, god of twilight and eater of worlds that will inevitably cause the next cycle. The ancient Nords honored their dead by building great barrows with subterranean crypts, though in contemporary times, Nords native to Skyrim fill an urn or coffin in one of the local Halls of the Dead. They continue to honor their ancestors by placing offerings in or at their graves.
- Home | Elder Scrolls Chronicles
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- Weapon Policy | Elder Scrolls Chronicles
Placeholder Displaying Weapons Displaying Gear In Game You have a great deal of flexibility with how you portray your character, but you are required to visually display the gear you are going to use mechanically during PvP. If PvP is initiated near you, you are allowed to manage your gear before joining so long as gear you're equipping is represented on your character. Weapons in Chronicles are intentionally conceptually broad to allow greater player expression, but the two things you are looking to convey are the type of damage your weapon does and the handedness of that weapon. This can even mean representing your single two-handed mechanical weapon as two visual weapons that you dual wield. Physical Weapons Below are some basic examples of allowable weapon concepts for given mechanical forms. This is not meant to be an exhaustive list, but a few examples. Shield - Buckler, Kite Shield or Pavise One-Handed Blunt - Club, Mace or Warhammer One-Handed Piercing - Dagger, Rapier or Short Spear One-Handed Slashing - Kukri, Sword or Axe Two-Handed Blunt - Dual wield Clubs, Maul or Unarmed Two-Handed Piercing - Dual wield Daggers, Long Spear or Pike Two-Handed Slashing - Dual wield Swords, Great Axe or Glaive Bow - Bow, Crossbow or Sling Staves and Talismans When portraying a magic user it becomes less about damage types and more about conveying the implements your character uses to channel their magic. If you are wielding a staff this can mean a traditional magical staff of some sort, but it can also mean wielding two separate implements like a wand and an orb. The important part is conveying your use of magic and that it is occupying both of your hands during combat. Talismans are generally the most conceptually broad of equipable items and can be anything from a simple small charm to an entire magic implement all their own. Other Concepts The intent of these rules is not to stifle player expression. If you are uncertain if your visual concept matches the mechanics you are trying to portray please open a Narration Guidance Ticket
- Modlist & IP | Elder Scrolls Chronicles
Placeholder Modlist & IP Discord Invite Conay Profile https://ratajmods.net/conay/servers/escremaster.json Modlist (Steam Collection) https://steamcommunity.com/sharedfiles/filedetails/?id=3558114323 Modlist (Copy & Paste) C:\Steam\steamapps\workshop\content\440900\3373599765/KnightsSanity.pak C:\Steam\steamapps\workshop\content\440900\1823412793/ModControlPanel.pak C:\Steam\steamapps\workshop\content\440900\1938818750/AkubaSalon.pak C:\Steam\steamapps\workshop\content\440900\3271618837/Chronicles_RPR_v2.pak C:\Steam\steamapps\workshop\content\440900\2799362941/maleNewFaces.pak C:\Steam\steamapps\workshop\content\440900\3076901158/ExiledAesthetics.pak C:\Steam\steamapps\workshop\content\440900\3100719163/EvilSA.pak C:\Steam\steamapps\workshop\content\440900\3066274812/RayasRegalia.pak C:\Steam\steamapps\workshop\content\440900\2503491139/PeopleOfHyboria.pak C:\Steam\steamapps\workshop\content\440900\2772364595/femaleNewFaces.pak 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