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- Altmer | Elder Scrolls Chronicles
ALTMER Overview Stats & Subraces Portrayal -- The Altmer , or High Elves, are the proudest among the Mer or Elves. They're native to the southwestern province of Summerset Isle . Their racial pride is well earned, as most of the cultural heritage of the entirety of Tamriel , including language, art and laws originate from Altmer traditions and customs. As such, they can be found anywhere in Tamriel. They're also known to be the greatest practicioners of magic in all Tamriel, a feat innate to them aided by their long lifespan. Most of the Elven names share similarities thanks to the fact that most modern Mer descend directly from the Altmer. Thus Altmer naming conventions are not too different from their other cousins. Primary Stats +2 Intelligence +1 Lore +1 Faith +10 Magicka -1 Magic Resistance Subraces Alinori Your character is of the Alinori culture, from the mainland island called Alinor within Summerset. Known for their strict adherence to Praxis and ceremony, as well as their elitist attitudes. +1 Speechcraft -1 Lore Auridoni Your character is of the Auridoni culture, from the island called Auridon within Summerset. Known for their seafaring traditions and martial heritage. +1 Agility -1 Intelligence Direnni Your character is of the Direnni, from the island of Balfiera in the Iliac Bay. Separated from the rest of Altmer society long ago, they are known for their diplomatic skills. They do not follow Praxis closely, if at all. +1 Personality +1 Conjuration -1 Intelligence -1 Faith Dummy Text. Appearance & Culture Foreign Views The Province of Summerset Religion Altmer value their appearance to extreme degrees in the eyes of every other culture in Tamriel. Their people aspire to perfection, and thus have a very strict set of beauty standards: Tall, slender frame, angular, sharp facial features and big, amber eyes. Rarely one can see hairstyles among the High Elves that aren't long, fair manes ranging different blonde tones. Dark hair is much rarer, and usually frowned upon; anything that doesn't share the golden hues so common among the Altmer is seen as undesirable. Those Altmer that are born with glaring imperfections or deformities are known to be casted out and exiled, to be branded as Hulkynds. Their fashion is merely an extension of their quest for perfection: flowing silk robes of vibrant colors, expensive jewelry and gilded armor of white and gold. Other common colours are greens and blues. Culture The Altmeri culture is a very old, very conservative culture with roots stretching back to times when they were not the Altmer, but the Aldmer . They follow a very strict set of social and philosophical rules: Praxis and Alaxon. Praxis is the act of living in resemblance of the gods, so one day they may join them in the heavens. Those that break Praxis are called apraxics and are socially ousted: no well-meaning praxic Altmer should even speak with them. They must try to repair their reputation and recover their social standing, though most decide that remaining in exile is the lesser evil. Alaxon, or Path to Alaxon, is the state of perfection that every Altmer strives for. The Path is what it takes to achieve such a state. It governs every aspect of Altmer culture, an example being their architecture: a constant process of refinement. As it is natural, the Altmeri government and its laws are also highly hierarchical and strict. A monarch rules Summerset with the loyal advice of the College of Sapiarchs , the most important scholarly institution in Summerset. The behaviour of the different monarchs, all descendants from a very ancient pre-Merethic era dynasty, is guided by the Scrolls of Praxis. The interpreters of these written precedents are the Sapiarches. Under the monarch, hereditary nobles named kinlords and kinladies hold the different fiefs that compose the Summerset Isles. The Divine Prosecution is an institution with the authority of enforcing secular and religious law, and judge those who infringe upon it. Since the times of the First Aldmeri Dominion , a radical faction of supremacists known as the Thalmor has been growing more and more influential within the institution. Subcultures Among the Altmer, we can distinguish two similar but distinct groups: the Altmer that inhabit the Summerset Isles, whom follow the previously established facts and information about the Altmer people, and The House Direnni. The House Direnni are an aristocratic, merchant clan of Altmer that left the Summerset Isles in the middle Merethic Era to settle in the unexplored continent of Tamriel. They settled in what is now known as Isle of Balfiera and established the Direnni Hegemony . Nowadays, the Direnni are but a pale shadow of their glorious past, almost extinct but still surviving. They enslaved the primitive Nedes , but instead of merely treating them like chattel as did their Ayleid cousins, they taught them magic, their language and customs. Many Direnni took Nedes as concubines, and eventually, a race of half-men, half-mer came to be; today, they are known as the Bretons . The Direnni influence and power waned as the Merethic dominion over Tamriel decreased. The Direnni's customs differ from their Summerset equals. While magic is innate to every Altmer, the Direnni preferred to practice other arts and crafts. They're known as the parents of alchemy and enchanting, as well as masters in the field of conjuration. They're also considered great warriors. Culturally, they share much of their original Summerset origins, but their history with the Nedes and later on, Bretons have made them much more agreeable in the eyes of Men. The Direnni do not follow the strict rules of Praxis, which often puts them at odds with their Alinori cousins. Nowadays, the Direnni are considered open minded, pragmatic and humble for Altmer standards, if reserved. Rarely any Direnni steps out of Balfiera, their numbers dwindling more and more with each decade. Cultural Equivalence & Influences The Altmer are based on the higher spheres of Imperial China: Perfection, rank, hierarchy and etiquette. They also get some inspiration from Victorian British aristocratic society. The Altmer have been the driving force behind the creation of the different iterations of the Aldmeri Dominion : an alliance of Altmer, Bosmer and Khajiit . The First Aldmeri Dominion was created in the middle of the Second Era under the leadership of Queen Ayrenn . It would eventually dissolved before the end of the Interregnum . The Second Aldmeri Dominion would be formed later on, in 2E 830, when the Summerset Isles conquered Valenwood after a dynastical conflict: The heirs of the Camoran Dynasty sought help from the Colovian Estates in exchange for land concessions. This prompted a swift invasion of Valenwood . They then put the Thalmor in charge of the government and administration of the Bosmeri homelands. They drove back the Colovian Estates and continued warring against them over the next years. They also struck alliances with many other factions, including Elsweyr . The Second Dominion would see its demise once the seemingly invincible hosts of Tiber Septim set their eyes on the domains of the Bosmer and Khajiit. Despite the swift defeat of the Wood Elves and Khajiit, the Altmeri fleets were unbeatable until Tiber Septim used the Numidium , a mechanical demigod, to completely overpower the last remnants of the Dominion's might. Soon after, the Summerset Isles would be formally incorporated to the Third Empire as one of its many provinces. Only the holdings of the Direnni in the Isle of Balfiera held a modicum of independence as they were already quite isolated from the rest of the world. The news of the death of the Emperor Uriel V in the Battle of Ionith stirred the otherwise still waters that lie dormant beneath the imperial rule of the Summerset Isle. But for now, the Summerset Isle remains a province of the Third Empire. The Imperial province can be divided in two great regions coinciding with the two islands that compose it. They're located in the southwest of Tamriel's mainland. Summerset Isle : The main and biggest island out of the two. It has a warm climate and idyllic landscapes of forests and mountains. Great amounts of corals paint the shores. The isle contains the capital, Alinor , as well as the great cities of Cloudrest or Sunhold . The isle also used to contain one of the towers of Mundus , the Crystal tower . Auridon : The eastern, smaller island that composes the Summerset Isles. It has a very similar climate and geography to Summerset Isle: beautiful forests and craggy mountains. The island contains the cities of Firsthold , Skywatch , and Vulkhel Guard among others. Religion plays a major part in the everyday life of every single denizen of the Summerset Isles, and even of many of those living outside their ancestors' land. The Altmer live under a very strict and hierarchical society, emulating the gods they venerate. They believe they're descendants from the Aedra , and thus their pantheon is formed by the greatest of them as they aspire to one day shed their mortal coils and ascend to live among the stars. The Altmer venerate the Eight Divines. These are... Auri-El : King of the Aldmer and creator of the mortal plane, deceived by the trickster Lorkhan . Magnus : God of sorcery and designer of the mortal plane. Trinimac : God of war that led the hosts of the Aldmer against the armies of Men . Y'ffre : God of the forests and "the now". Xarxes : God of Ancestry and keeper of knowledge, scribe to Auri-El and ascended to godhood. Mara : Goddess of love and fertility, wife to Auri-El. Stendarr : God of mercy and compassion, apologist of Men and thus a controversial deity among Altmer. Syrabane : God-ancestor of magic, ascended after saving many Altmer during the Thrassian Plague and favourite of many magic apprentices.
- Combat | Elder Scrolls Chronicles
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- Chronicle Coins | Elder Scrolls Chronicles
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- Encounters | Elder Scrolls Chronicles
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- 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 +5 Argonian Lotus Tolerance 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 Dummy Text. 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.

