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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.

  • Systems | Elder Scrolls Chronicles

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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 Subrace: Alinori Required Features: All elven characters must have large, inward-tilting eyes with colourful distinctive irises and a small amount of glow. Elven eyes should have a minimum iris size of 0.5 and a minimum glow of 0.01. Golden/yellow skin-tone. Elven ears. Encouraged Features: High cheekbones and well-defined brow ridge. Long silver or blonde hair. Yellow or purple eyes. Subrace: Auridoni Required Features: All elven characters must have large, inward-tilting eyes with colourful distinctive irises and a small amount of glow. Elven eyes should have a minimum iris size of 0.5 and a minimum glow of 0.01. Golden/yellow skin-tone. Elven ears. Encouraged Features: High cheekbones and well-defined brow ridge. Red, brown or dark blonde hair. Yellow or blue eyes. Subrace: Direnni Required Features: All elven characters must have large, inward-tilting eyes with colourful distinctive irises and a small amount of glow. Elven eyes should have a minimum iris size of 0.5 and a minimum glow of 0.01. Golden/yellow skin-tone. Elven ears. Encouraged Features: High cheekbones and well-defined brow ridge. Shorter than average height for Altmer. Smaller ears. Yellow, green or blue eyes. Appearance & Culture Foreign Views The Province of Summerset Religion Altmer value their appearance to extreme degrees in the eyes of every other culture in Tamriel. Their people aspire to perfection, and thus have a very strict set of beauty standards: Tall, slender frame, angular, sharp facial features and big, amber eyes. Rarely one can see hairstyles among the High Elves that aren't long, fair manes ranging different blonde tones. Dark hair is much rarer, and usually frowned upon; anything that doesn't share the golden hues so common among the Altmer is seen as undesirable. Those Altmer that are born with glaring imperfections or deformities are known to be casted out and exiled, to be branded as Hulkynds. Their fashion is merely an extension of their quest for perfection: flowing silk robes of vibrant colors, expensive jewelry and gilded armor of white and gold. Other common colours are greens and blues. Culture The Altmeri culture is a very old, very conservative culture with roots stretching back to times when they were not the Altmer, but the Aldmer . They follow a very strict set of social and philosophical rules: Praxis and Alaxon. Praxis is the act of living in resemblance of the gods, so one day they may join them in the heavens. Those that break Praxis are called apraxics and are socially ousted: no well-meaning praxic Altmer should even speak with them. They must try to repair their reputation and recover their social standing, though most decide that remaining in exile is the lesser evil. Alaxon, or Path to Alaxon, is the state of perfection that every Altmer strives for. The Path is what it takes to achieve such a state. It governs every aspect of Altmer culture, an example being their architecture: a constant process of refinement. As is natural, the Altmeri government and its laws are also highly hierarchical and strict. A monarch rules Summerset with the loyal advice of the College of Sapiarchs , the most important scholarly institution in Summerset. The behaviour of different monarchs, all descendants from a very ancient pre-Merethic era dynasty, is guided by the Scrolls of Praxis. The interpreters of these written precedents are the Sapiarches. Under the monarch, hereditary nobles named kinlords and kinladies hold the different fiefs that compose the Summerset Isles. The Divine Prosecution is an institution with the authority of enforcing secular and religious law, and judge those who infringe upon it. Since the times of the First Aldmeri Dominion , a radical faction of supremacists known as the Thalmor has been growing more and more influential within the institution. Subcultures Among the Altmer, we can distinguish two similar but distinct groups: the Altmer that inhabit the Summerset Isles, whom follow the previously established facts and information about the Altmer people, and The House Direnni. The House Direnni are an aristocratic, merchant clan of Altmer that left the Summerset Isles in the middle Merethic Era to settle in the unexplored continent of Tamriel. They settled in what is now known as Isle of Balfiera and established the Direnni Hegemony . Nowadays, the Direnni are but a pale shadow of their glorious past, almost extinct but still surviving. They enslaved the primitive Nedes , but instead of merely treating them like chattel as did their Ayleid cousins, they taught them magic, their language and customs. Many Direnni took Nedes as concubines, and eventually, a race of half-men, half-mer came to be; today, they are known as the Bretons . The Direnni influence and power waned as the Merethic dominion over Tamriel decreased. The Direnni's customs differ from their Summerset equals. While magic is innate to every Altmer, the Direnni preferred to practice other arts and crafts. They're known as the parents of alchemy and enchanting, as well as masters in the field of conjuration. They're also considered great warriors. Culturally, they share much of their original Summerset origins, but their history with the Nedes and later on, Bretons have made them much more agreeable in the eyes of Men. The Direnni do not follow the strict rules of Praxis, which often puts them at odds with their Alinori cousins. Nowadays, the Direnni are considered open minded, pragmatic and humble for Altmer standards, if reserved. Rarely any Direnni steps out of Balfiera, their numbers dwindling more and more with each decade. Cultural Equivalence & Influences The Altmer are based on the higher spheres of Imperial China: Perfection, rank, hierarchy and etiquette. They also get some inspiration from Victorian British aristocratic society. The Altmer have been the driving force behind the creation of the different iterations of the Aldmeri Dominion : an alliance of Altmer, Bosmer and Khajiit . The First Aldmeri Dominion was created in the middle of the Second Era under the leadership of Queen Ayrenn . It would eventually dissolved before the end of the Interregnum . The Second Aldmeri Dominion would be formed later on, in 2E 830, when the Summerset Isles conquered Valenwood after a dynastical conflict: The heirs of the Camoran Dynasty sought help from the Colovian Estates in exchange for land concessions. This prompted a swift invasion of Valenwood . They then put the Thalmor in charge of the government and administration of the Bosmeri homelands. They drove back the Colovian Estates and continued warring against them over the next years. They also struck alliances with many other factions, including Elsweyr . The Second Dominion would see its demise once the seemingly invincible hosts of Tiber Septim set their eyes on the domains of the Bosmer and Khajiit. Despite the swift defeat of the Wood Elves and Khajiit, the Altmeri fleets were unbeatable until Tiber Septim used the Numidium , a mechanical demigod, to completely overpower the last remnants of the Dominion's might. Soon after, the Summerset Isles would be formally incorporated to the Third Empire as one of its many provinces. Only the holdings of the Direnni in the Isle of Balfiera held a modicum of independence as they were already quite isolated from the rest of the world. The news of the death of the Emperor Uriel V in the Battle of Ionith stirred the otherwise still waters that lie dormant beneath the imperial rule of the Summerset Isle. But for now, the Summerset Isle remains a province of the Third Empire. The Imperial province can be divided in two great regions coinciding with the two islands that compose it. They're located in the southwest of Tamriel's mainland. Summerset Isle : The main and biggest island out of the two. It has a warm climate and idyllic landscapes of forests and mountains. Great amounts of corals paint the shores. The isle contains the capital, Alinor , as well as the great cities of Cloudrest or Sunhold . The isle also used to contain one of the towers of Mundus , the Crystal tower . Auridon : The eastern, smaller island that composes the Summerset Isles. It has a very similar climate and geography to Summerset Isle: beautiful forests and craggy mountains. The island contains the cities of Firsthold , Skywatch , and Vulkhel Guard among others. Religion plays a major part in the everyday life of every single denizen of the Summerset Isles, and even of many of those living outside their ancestors' land. The Altmer live under a very strict and hierarchical society, emulating the gods they venerate. They believe they're descendants from the Aedra , and thus their pantheon is formed by the greatest of them as they aspire to one day shed their mortal coils and ascend to live among the stars. The Altmer venerate the Eight Divines. These are... Auri-El : King of the Aldmer and creator of the mortal plane, deceived by the trickster Lorkhan . Magnus : God of sorcery and designer of the mortal plane. Trinimac : God of war that led the hosts of the Aldmer against the armies of Men . Y'ffre : God of the forests and "the now". Xarxes : God of Ancestry and keeper of knowledge, scribe to Auri-El and ascended to godhood. Mara : Goddess of love and fertility, wife to Auri-El. Stendarr : God of mercy and compassion, apologist of Men and thus a controversial deity among Altmer. Syrabane : God-ancestor of magic, ascended after saving many Altmer during the Thrassian Plague and favourite of many magic apprentices.

  • Orsimer | Elder Scrolls Chronicles

    ORSIMER Overview Stats & Subraces Portrayal -- The Orsimer, more commonly known as Orcs , are the Mer that inhabit the Wrothgarian Mountains , the Dragontail Mountains , and Orsinium . They're among the hardiest races in Tamriel. They carry a heavy stigma. In the past they were considered not much more civilized than beasts, nothing more than barbarians. Thanks to the Empire and their martial prowess within the Imperial Legions , they've started to gain more and more recognition. Their armourers and blacksmiths are known to be among the best in all Tamriel. Primary Stats +2 Strength +2 Intimidation +1 Blunt +1 Resolve -1 Block -1 Lore +3 Shock Resistance +1 Blunt Resistance -1 Magic Resistance Subraces Mountain Orc Your character is a Mountain Orc. Dwelling in Strongholds with their clan, Mountain Orcs live a hard life and are often despised as barbarians and raiders by outsiders. This hatred is usually justified. +1 Athletics -1 Blunt 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.

  • 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.

  • 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.

  • Dunmer | Elder Scrolls Chronicles

    DUNMER Overview Stats & Subraces Portrayal -- The Dunmer are the ash skinned, typically red eyed elven peoples of Morrowind . In the Empire , "Dark Elf" is the common usage, 'Dark' in this sense referring not only to their skin tone but their demeanour and being considered generally ill favoured by fate, though they and their Aldmer cousins prefer the term Dunmer. Their acute intellect and strong, agile physiques produce some of the greatest warriors and sorcerers known to Tamriel, with their preference in integrating the sword and destruction magic making them particularly dangerous. Like every race, they have their own unique naming convention . Primary Stats +1 Agility +1 Willpower +1 Conjuration +1 Intimidation +1 Intuition +1 Fire Damage +2 Fire Resistance Subraces Ashlander Your character is an Ashlander, one of the many nomadic tribes in Morrowind that reject the Tribunal's teachings and cling to ancient Velothi customs. Considered backwards and primitive by most, especially House Dunmer. +1 Faith -1 Intimidation Chuzei Your character is a Dunmer of House Indoril, from the Chuzei culture. Chuzei are known for their piety and strict adherence to the Tribunal's teachings. +1 Faith -1 Conjuration Gah-Julani Your character is a Dunmer of House Redoran, from the Gah-Julani culture. Gah-Julani are known for their martial prowess and warrior code, as well as a xenophobic mistrust of foreigners. +1 Strength -1 Willpower Armun-Ani Your character is a Dunmer of House Hlaalu, from the Armun-Ani culture. Armun-Ani are known for their mercantile skills and willingness to welcome outsiders. +1 Personality -1 Willpower Mardun-Oadi Your character is a Dunmer of House Dres, from the Mardun-Oadi culture. Mardun-Oadi are known for their resilience and stubborn persistence in harsh lands. They are often involved in the slave trade. +1 Endurance -1 Willpower Chi-Adduni Your character is a Dunmer of House Telvanni, from the Chi-Adduni culture. Chi-Adduni are known for their magical prowess, and hoarding of ancient knowledge. They often dwell in magically-grown mushroom towers that require levitation magic to navigate. +1 Intelligence -1 Agility Subrace: Chuzei (Indoril) Required Features: All elven characters must have large, inward-tilting eyes with colourful distinctive irises and a small amount of glow. Elven eyes should have a minimum iris size of 0.5 and a minimum glow of 0.01. Grey skin tone (light to dark). Elven ears. Red eyes with black or red sclera. Encouraged Features: High cheekbones and well-defined brow ridge. Mohawk hairstyles. Blue accents in outfit to represent House Indoril. Slim or fit bodies. Brown, black, or red hair, and grey / white if old. Subrace: Armun-Ani (Hlaalu) Required Features: All elven characters must have large, inward-tilting eyes with colourful distinctive irises and a small amount of glow. Elven eyes should have a minimum iris size of 0.5 and a minimum glow of 0.01. Grey skin tone (light to dark). Elven ears. Red eyes with black or red sclera. Encouraged Features: High cheekbones and well-defined brow ridge. European Medieval clothing. Overweight due to indulgence in food and leisure. Yellow accents in outfit to represent House Hlaalu. Brown, black, or red hair, and grey / white if old. Subrace: Gah-Julani (Redoran) Required Features: All elven characters must have large, inward-tilting eyes with colourful distinctive irises and a small amount of glow. Elven eyes should have a minimum iris size of 0.5 and a minimum glow of 0.01. Grey skin tone (light to dark). Elven ears. Red eyes with black or red sclera. Encouraged Features: High cheekbones and well-defined brow ridge. Chitin + plate armour. Powerful, muscular bodies, and rougher faces. Red accents in outfit to represent House Redoran. Brown, black, or red hair, and grey / white if old. Subrace: Mardun-Oadi (Dres) Required Features: All elven characters must have large, inward-tilting eyes with colourful distinctive irises and a small amount of glow. Elven eyes should have a minimum iris size of 0.5 and a minimum glow of 0.01. Grey skin tone (light to dark). Elven ears. Red eyes with black or red sclera. Encouraged Features: High cheekbones and well-defined brow ridge. Chitin + plate armour, layered cloth and hanging fabrics. Hoop earrings. Rough, sharp and sly features. Grey accents in outfit to represent House Dres. Brown, black, or red hair, and grey / white if old. Subrace: Chi-Adduni (Telvanni) Required Features: All elven characters must have large, inward-tilting eyes with colourful distinctive irises and a small amount of glow. Elven eyes should have a minimum iris size of 0.5 and a minimum glow of 0.01. Grey skin tone (light to dark). Elven ears. Red eyes with black or red sclera. Encouraged Features: High cheekbones and well-defined brow ridge. Fine, layered robes and pointy epaulettes. ong, sharp and sly faces. Brown accounts in outfit to represent House Telvanni. Brown, black, or red hair, and grey / white if old. Subrace: Ashlander Required Features: All elven characters must have large, inward-tilting eyes with colourful distinctive irises and a small amount of glow. Elven eyes should have a minimum iris size of 0.5 and a minimum glow of 0.01. Grey skin tone (light to dark). Elven ears. Red eyes with black or red sclera. Encouraged Features: High cheekbones and well-defined brow ridge. Brown, black, or red hair, and grey / white if old. Harsher, more aged faces to reflect the unforgiving Ashlands climate. Agile, lithe bodies with very little fat. Facial ash markings and/or ritualistic tattoos. Practical hairstyles and clothing. Appearance & Culture Foreign Views The Province of Morrowind Religion One of the taller species of Mer, Dunmer are not quite as tall as their Aldmeri or Orsimer bretheren. Their most unique attribute is the tone of their skin, which ranges from a deep charcoal grey to a pallid ashen hue, with hair colors ranging from raven, auburn, chestnut and more fiery shades of red. Very rarely, one might see a Dunmer with white hair. While their eyes are often red in hue, Dunmer have been purported to sporting even brilliant shades of purple. Hairstyles range from long, flowing locks to shaved topknots, though many incorporate jewelry into their appearance and some even incorporate elaborate facepaint and tattoos. Dunmer take great care in their style and appearance. Each subculture has a unique way of forming bone dust and the chitinous structure of Morrowind's natural inhabitants to forming great plates of armor as strong as steel, though out of warfare their style of dress trends toward fashionable robes and sweeping dresses with intricate patterns. Culture Dunmer culture is divided between the nomadic Ashlanders and the settled Great Houses . Despite this cultural divide, there are many similarities shared which were shaped by the environment they inhabit. Volcanoes are a common sight in northern Morrowind, with Red Mountain looming in their collective consciousness as tall as it does on the horizon, and the harsh conditions of living in such a landscape have hardened them into a proud and capable people. This has created a mentality that has Dunmer both of House and Ashland that 'outlanders' are generally less capable and worthy. 'Outlanders' include the other races and Dunmer born outside Morrowind. A unique hallmark of Dunmer culture is their mystical form of ancestor worship , which is shared across the cultural divide. They believe the spirits of the dead live on in the mortal realm, that they can know and affect the future, speak with other spirits and perform feats of great magic. As such, all Dunmer born in Morrowind honor their deceased ancestors, giving them gifts while petitioning for aid and protection. Houses tend to rise and fall, many have faded or otherwise become extinct or sprouted up to challenge others. In this period, the five most important houses were in no particular order Hlaalu , Redoran , Telvanni , Dres , and Indoril , which all date to the War of the First Council . The peaceful status quo enjoyed by Morrowind's inhabitants is considered quite brutal by westerners. Political machinations are constant, rife with assassination, made legal with the establishment of the Morag Tong providing such services. Black market activity has risen along the extensive coastlands of Morrowind's mainland and island due to the rise of more Imperial mercantile traditions and House Hlaalu's relentless integration of Imperial policies into everyday life. Subcultures Ashlander : One of the many nomadic tribes in Morrowind that reject the Tribunal's teachings and cling to ancient Velothi customs. Considered backwards and primitive by many, especially House Dunmer. Chuzei : House Indoril, patron of the Chuzei are known for their piety and strict adherence to the Tribunal's teachings. Gah-Julani : House Redoran, patron of the Gah-Julani are known for their martial prowess and warrior code, as well as a xenophobic mistrust of foreigners. Armun-Ani : House Hlaalu, patron of the Armun-Ani are known for their mercantile skills and willingness to welcome outsiders. Mardun-Oadi : House Dres, patron of the Mardun-Oadi are known for their resilience and stubborn persistence in harsh lands. They are often involved in the slave trade. Chi Adduni : House Telvanni, patron of the Chi-Adduni are known for their magical prowess, and hoarding of ancient knowledge. They often dwell in magically-grown mushroom towers that require levitation magic to navigate. Cultural Equivalence & Influences The Dunmer were greatly inspired by a wide variety of cultures and settings both from real life and fiction, including Egypt, Japan, Conan the Barbarian, Dune, Gladiator, Mad Max, Runequest, Star Wars, and The Dark Crystal. Additionally, a large number of Ashlander names and Daedric Shrines in Morrowind are modeled on ancient Assyrian and Babylonian names from the third millennium to the first millennium BCE. Since the establishment of Resdayn's First Council , the Dunmer, then Chimer, have known nothing but warfare and strife, hardening their opinions of outsiders and giving them an intense xenophobia. The climactic battle at Red Mountain between the Chimer and the Dwemer sealed Morrowind's isolationist policies when the Tribunal rose to power from the aftermath, and they have neither tempered nor broken this inherent mistrust of outsiders in their people. They would often come into conflict with the Khajiit of Elsweyr and the Argonians of Black Marsh while raiding for slaves and loot, fueling the rise of one of the Great Houses into prominence, House Dres. During the Second Era the Dunmer would be dragged into the Interregnum of the Second Empire, where the four Great Houses Dres, Indoril, Redoran, and Hlaalu made an alliance with the kingdom of Eastern Skyrim and the tribes of Shadowfen and Thornmarsh in Black Marsh. This alliance was hallmarked in that the races involved were ancestral enemies, with shared animosity across all sides. This pact would eventually dissolve when the man known as Talos or Tiber Septim would begin his conquests of Tamriel. Notably, Tiber Septim did not pursue military conquest of Morrowind. Instead he offered peaceful rule. Vivec and Tiber Septim reached an agreement in 2e 896, and the Armistice made Morrowind a province of the Septim Empire. Underneath the rule of the Septim Dynasty, the Dunmer enjoyed a great deal of autonomy. Largely left alone so long as they met their quotas for trade and Imperial decrees, the only major conflict Morrowind participated in was the War of the Red Diamond in 3e 121-127. This war saw a deal of the provinces involved, Morrowind included, all fighting for greater autonomy and authority. The War would end in the alliance between the Septim Dynasty through the marriage of King Pelagius of Solitude and Katariah of the Ra'athim Clan, the High Kings of Morrowind under Imperial authority. The Imperial Province of Morrowind occupies the northeastern corner of Tamriel. It is divided by the landmass connected to the rest of Tamriel and a great volcanic island in the center. Vvardenfell : Dominated by the great volcano Red Mountain , Vvardenfell is an island with an alien landscape. Ashlands, great forests of mushrooms, rolling hills, great plains and even a vast swamp cover its geography. Its capital is the temple city of Vivec , named after one of the Tribunal. Stonefalls : Situated in the western mainland along the southwestern shore of the Inner Sea. The region's landscape fluctuates from volcanic crags to fertile fields and fungal forests. Bal Foyen : A tiny, swampy region on the southeastern shore of the Inner Sea. Its contains the settlements of Dhalmora and Fort Zeren. Deshaan : Situated in south-central Morrowind and bordering Black Marsh, Deshaan consists of lush green plains, great fungal forests and swamps in its southern reaches. Its cities included Narsis , but the capital of the region and Morrowind itself is― Mournhold , and in the center Almalexia, the temple city of the selfsame Living God. Velothi Mountains: Situated along the border of Skyrim, the Velothi Mountains consist of coastal highlands tipped by the tall peaks of the mountain range. Its capital is Blacklight , the center of House Redoran's power in Morrowind. Padomaic Crest : A volcanic range found along the eastern coast of Morrowind. The eastern end of this formation creates a secondary peninsula where the city of Necrom sits. Vounoura and Northeastern Morrowind: This island and northeastern peninsula of Morrowind are dominated by fertile plains and in the east and badlands in the west. The island itself has a mix of flat and rocky rugged terrain and is home to Port Telvannis . House Dunmer are ruled by the Tribunal Temple , a triumvirate of living gods who ascended to divinity through mysterious circumstances in the First Era and have been guiding their society ever since. Together they are known as ALMSIVI, though individually they are known as: Vivec the Poet, patron of artists and rogues. Almalexia the Warden, patron of healers and teachers. Sotha Sil the Magus, patron of artificers and wizards. Despite the publicly undisputed rule of the Tribunal, many dissident priests dispute the Temple's dogmatic foundations and the brutal practices of their Ordinators in silencing the truth of their ascension. In the Ashlands, clans rule without laws or government and live strictly by codes, rituals, and ancient traditions usually dictated by a wise woman or seer implemented by a clan leader. Though political strife is far less prevalent among Ashlanders, skirmishes and battles often are. Their staunch adherence to tradition dating back to before the formation of the Great Houses has hardened them into great warriors and sorcerers, and warfare is a way of life for them. Despite this, and their far more xenophobic nature, Ashlander society is incredibly polite, with gift giving considered a cornerstone of their practices. Ashlanders typically practice ancestor worship more than anything else, though many clans hold their faith in the Good Daedra : Mephala the Webspinner, Prince of murder, sex, and secrets. Boethiath the Dark Warrior, Prince of deceit, conspiracy, treason, and the unlawful overthrow of authority. Azura the Twilight Queen, Prince of dawn and dusk, magic and mystery, fate and prophecy, and vanity and egotism. All Dunmer remain wary of the House of Troubles , whose four corners are considered enemy gods collectively, something both halves of the culture find common ground on.

  • Donations | Elder Scrolls Chronicles

    DONATIONS Thank you for considering to offer your financial suppor t to the server. The Elder Scrolls: Chronicles is a hobby project funded by FirstLaw and Xynrael. They cover the server's expenses out of pocket, and are prepared to do so for the foreseeable future. As a result, we are able to maintain a donation policy which we believe is fair, ethical, and supportive towards our community. We will not provide any mechanical advantages, unique races, or other special privileges to players who donate. You may donate through Ko-Fi or PayPal . Budgeting Funds will be spent, at the discretion of the Custodians, on the following expenses in order of priority: Server maintenance costs. Server-related expenses (premium Discord tools, ticket bot, Github premium, website hosting, etc.). Paid server advertisements. Commissions of Elder Scrolls related assets from Conan Exiles mod developers. Donation Tiers Tiers receive all the benefits of tiers above them. If you decide later that you want to upgrade to a higher tier, the value of your current tier will be discounted from the total. Donation rewards can be redeemed once per season , though you must donate again to do so. Discord roles will never be removed regardless of season, even if you do not choose to renew your donation tier. ADORING FAN +20 Chronicle Coins $5 LEGIONARY Journeyman - Blunt Apprentice - Athletics, Intimidation Novice - Melee Accuracy, Resolve Special gold color for in-game name. +100 Build Allowance for all characters during the season. $15 BLADE Special blue color for in-game name. Screenshot of your choice as a loading screen, along with an appropriate loading screen quote of your choosing. A mention / thank you on the website. +100 Build Allowance for all characters during the season (200 total). $50 ELDER COUNCIL Special purple color for in-game name. +100 Build Allowance for all characters during the season (300 total). You may request for a weapon, clothing, or armour model that you have commissioned from a third party modder to be added to the Server Mod. It may be exclusive to you for one season, after which it will become available for all users. $100 Your commissioned asset must be appropriate to the Elder Scrolls setting and lore. By using this donation reward, you agree that Chronicles may continue to use this asset in perpetuity whether or not you continue to play on the server. Chronicles Staff will not create your mod asset―you must commission it or create it yourself.

  • 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.

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