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THE SETTING

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It is the twilight of the Third Era. The ruby banner of the Septim Empire flutters on the brink of extinction, as the Mythic Dawn cult completes its long-planned conspiracy to end the line of Emperors and usher in a new era of Oblivion. In the shadows, Mehrunes Dagon stirs, eager for the moment when the Dragonfires die and his realm consumes Tamriel.

 

But something is… wrong. Akatosh has eaten his tail. Time, once a river, now coils like a serpent. A fracture echoes through the Aurbis―a soul, who should have been born, never was. A fixed point in fate, missing.

 

A Dragon Break.

 

And so, on the 27th of Last Seed, 3E 433, a certain cell in the Imperial Prison lies empty. There is no escaping prisoner. No Hero of Kvatch. No Champion of Cyrodiil.

 

The thread of prophecy has unraveled.

 

Without a destined hero to stand against the coming storm, Tamriel hurtles toward an unthinkable future. What becomes of a world abandoned by fate? Who rises to fill the void? Can mortals defy the broken prophecy - or is all doomed to fire, chaos, and anarchy?

 

The Towers crumble. The Dragonfires fade.

The Daedra march.

 

The gods are watching.

The timeline is broken.

This is your story.

 

Forge your own legend in a world where destiny has failed.

The Missing Prisoner

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SEASON ONE

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Kvatch, the City of Akatosh

On the western edge of Cyrodiil, the Gold Coast thrives as a crossroads of peoples and fortunes. Merchants, pilgrims, and wanderers from every province pass through, seeking prosperity in the beating heart of the Abecean trade routes. At the center of it all stands Kvatch, proud sentinel of the Gold Road, commanding the flow of commerce with its tolls and its armies.

 

Silver mined from Colovian hills fuels the city’s wealth, feeding Imperial coffers and supplying the mint of the Empire itself. Yet Kvatch is more than a mercantile power―it is a holy city. The Temple of Akatosh, gleaming above the city’s skyline, draws pilgrims from across Tamriel to pay reverence to the chief of the Nine Divines.

 

Here, under the rule of Count Ormellius Goldwine, opportunity abounds. The Fighters Guild, Mages Guild, Imperial Legion, and Imperial Cult each hold a strong presence within the city, ever eager to welcome new aspirants to their ranks. Whether you are a Colovian by birth or a traveler from distant shores, the City of Kvatch offers paths to wealth, honor, and purpose.

 

But beneath the gilded veneer, shadows lengthen. The fanatics of the Mythic Dawn whisper of an age of fire. The blasphemous Worm Cult schemes to unearth forbidden necromancies. The pickpockets and cunning rogues of the Thieves Guild ever linger as opportunists. And in the halcyon halls of forgotten Ayleid ruins, the mysterious Unfeathered weave plots beyond mortal comprehension.

 

The Gold Coast prospers, but its destiny is in the balance. For in Kvatch, the fate of Cyrodiil―and perhaps all of Tamriel―is already being written.

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LORE POLICY

Key Lore Decisions

  • The Elder Scrolls IV: Oblivion (Remastered) is our primary lore source and is favoured over others in most contradictory situations.

  • The Champion of Cyrodiil does not exist. This is the most important change for the events portrayed on our server.

  • Ithelia should never be referenced IC.

  • Mehrunes Dagon did not invade Tamriel during the Second Era.

  • The Planemeld did happen. Other events of Elder Scrolls Online (ESO) may be interpreted as being of dubious historical certainty.

  • ESO lore concerning the culture of Bosmer, Khajiit, Altmer, Bretons, and Argonians is largely canon.

  • Morrowind's portrayal of Nibenese and Colovian Imperials as distinct cultures different from each other is canon over Oblivion's portrayal.

  • Morrowind's portrayal of the Fighters Guild is canon over Oblivion's.

  • Skyrim, Morrowind, and Oblivion Remastered are our primary sources for race appearances.

  • Daggerfall and other pre-Morrowind games are mostly non canon.

  • While the UESP can be a great resource at times, and we link to it often on this site, do not take everything written on it at face-value. It is open to public editing, and as such, can be prone to inconsistent details, fanfiction, or misinformation. If anything contradicts established lore in the games, or things we have detailed on this site, please open a Narration ticket to ask for clarification.

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DRAGON BREAKS & YOU

If you’ve ever spoken with a serious Elder Scrolls lore enthusiast, you’ve probably heard them say that, in this setting, you can’t really prove anything.


Among popular fantasy franchises, Elder Scrolls stands out for its reliance on the unreliable narrator trope. Most of its lore comes through in-universe texts written by characters with their own agendas, flaws, and biases. Sometimes these characters are even outright conspiracy theorists — minotaur lore is a great example of this confusion in action.


Inconsistencies and contradictions are everywhere: between games, between expansions, and even within the same game’s internal storytelling. From pre- and post-Morrowind eras, to differences between Skyrim, Oblivion, ESO, and Morrowind itself, the Elder Scrolls canon has been shaped by many authors across decades, each with varying styles and priorities.


Some entries build a grounded, near-historical world with recognizable parallels to ancient cultures like Rome or medieval France. Others lean hard into high fantasy reminiscent of D&D or Dragon Age. This wide-ranging style gives fans enormous interpretive freedom — wonderful for single-player experiences, but a challenge for collaborative roleplay.


As the storytelling team for Chronicles, we have to navigate these contradictions and make decisions about what is “true” for the sake of consistent and meaningful RP. Our guiding questions are:​

  • Which interpretation best supports engaging, interesting roleplay?

  • Which version of events builds narrative tension and creates distinctive characters?

  • Which vision maintains Elder Scrolls’ unique identity rather than making it feel generic or derivative of D&D?

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The rule of cool is also a core principle. We allow ourselves creative liberty to make interesting decisions. Ultimately, our mission is to build our own “Dragon Break” — a version of Nirn that best supports compelling stories, rich character backgrounds, and a world that feels deep rather than shallow.


As Lawrence Schick once put it: “The lore is yours.” In that spirit, where the official games serve our purposes, we use them. Where they do not, we also consider high-quality community works such as Elder Kings, Project Tamriel, and r/teslore Apocrypha. These projects often show a remarkable understanding of the setting and should not be dismissed simply because they aren’t officially endorsed by Bethesda. Accordingly, we’ve made a set of clear lore decisions outlined above. Beyond these, if you want to bring in obscure lore or even creative fanon, please open a Lore Ticket and discuss it with the Narration team.


The outcome of any Lore Tickets will be publicly documented, for those scholars among you who may enjoy such things.

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