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A Beginners Guide to Elder Scrolls & Roleplay in ESO

Sanguiness130
Sanguiness130
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Some base game information!
In-Game Year: 2E 582 at last record, likely several years after by this point however.
In Character Year: 2E 589 (2nd Era, Year 589)
Calendar Info: https://en.uesp.net/wiki/Lore:Calendar
Timeline: http://elderscrolls.wikia.com/wiki/Timeline

As a newcomer to the Elder Scrolls universe, not just the roleplay scene, I have put this guide together for you. You who need help in finding the sources of information for the game and you who needs assistance for your first dive into the world of Nirn.
To those of you that already know your Elder Scrolls, and by extension Elder Scrolls Online, lore, you may skip right on down to Section Two. The first section however will be dedicated to a brief but informative overview of the Races, Locations and Scenario that the Elder Scrolls Online revolves around.

If there are further sections that people would like added, please let me know!


TABLE OF CONTENTS:
SECTION ONE: THE BASICS
1. Races
2. Locations
3. The Scenario
SECTION TWO: ROLEPLAY
1. Backstory
2. Character Skills
3. Appearance
4. Extra Information
5. Religion
INTERLUDE
SECTION THREE: SUPERNATURALS
1. Vampires
2. Werebeasts
3. The Opposite Side of the Coin
CONCLUSION


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The following includes a brief summary of the race titled, and the lore source for more information on said race.

BOSMER
Lore Source: https://en.uesp.net/wiki/Lore:Bosmer
The Bosmer are the Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often referred to as Wood Elves, but Bosmer, Boiche, or the Tree-Sap people is what they call themselves. Bosmer rejected the stiff, formal traditions of Aldmeri high culture, preferring a more romantic, simple existence in harmony with the land and its wild beauty and creatures. They are relatively nimble and quick in body compared to their more "civilized" Altmeri cousins (who often look down upon the Bosmer as unruly and naive). Their agility makes them well-suited as scouts and thieves. However, they are also a quick-witted folk, and many pursue successful careers in scholarly pursuits or trading. Bosmer live two to three times as long as humans; with a 200-year-old Bosmer being old and a 300-year-old Bosmer being very, very old. Though they are considered less influential than some of their Elven brethren, the Bosmer are also relatively prone to producing offspring. As a result, they outnumber all other mer on Tamriel.

The best archers in all of Tamriel, the Bosmer snatch and fire arrows in one continuous motion; they are even rumored to have invented the bow. They have many natural and unique abilities; notably, they can command simple-minded creatures and have a nearly chameleon-like ability to hide in forested areas. Many in the forests of Valenwood follow the tenets of the Green Pact. These "Green Pact Bosmer" are religiously carnivorous and cannibalistic, and do not harm the vegetation of Valenwood, though they are not averse to using wooden or plant-derived products created by others.

DUNMER
Lore Source: https://en.uesp.net/wiki/Lore:Dunmer
https://en.uesp.net/wiki/Lore:Ashlanders
The Dunmer, also known as Dark Elves, are the ash-skinned, typically red-eyed elven peoples of Morrowind. "Dark" is commonly understood as meaning such characteristics as "dark-skinned", "gloomy", "ill-favored by fate" and so on. The Dunmer and their national identity, however, embrace these various connotations with enthusiasm. In the Empire, "Dark Elf" is the common usage, but among their Aldmeri brethren they are called "Dunmer". Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skill with a balanced integration of the sword, the bow and destruction magic. Dunmer live two to three times as long as humans; with a 200-year-old Dunmer being old and a 300-year-old Dunmer being very, very old. In character, they are grim, aloof, and reserved, as well as distrusting and disdainful of other races.

It is worth note that the majority of the Dunmer population are part of one of the Dunmeri Great Houses, which follow the teachings of the Tribunal, or are part of an Ashlander clan, to which their beliefs are considered heretical by the Tribunal following Dunmer, as the Ashlander clans believe that the Tribunal are akin to false gods and murderers, who practice necromancy to live. As such, there is great adversity between the two groups of Dunmer.

Dunmer distrust and are treated distrustfully by other races. They are often proud, clannish, ruthless, and cruel, from an outsider's point of view, but greatly value loyalty and family. Young female Dunmer have a reputation for promiscuity in some circles. Despite their powerful skills and strengths, the Dunmer's vengeful nature, age-old conflicts, betrayals, and ill-reputation prevent them from gaining more influence. Those born in their homeland of Morrowind before its devastation were known to be considerably less friendly than those who grew up in the Imperial tradition.

ALTMER
Lore Source: https://en.uesp.net/wiki/Lore:Altmer
The Altmer, or self-titled "Cultured People", are a tall, golden-skinned race, hailing from Summerset Isle. They are also known as High Elves by the denizens of Tamriel. In the Empire, "High" is often understood to mean proud or snobbish, and as the Altmer generally personify these characteristics, the "lesser races" generally resent them. Altmer live two to three times as long as humans; with a 200-year-old Altmer being old and a 300-year-old Altmer being very, very old. Altmer consider themselves to be the most civilized culture of Tamriel; the common tongue of the continent is based on Altmer speech and writing, and most of the Empire's arts, crafts, laws, and sciences are derived from Altmer traditions. They usually have golden, green, or amber eyes.

The Altmer are the most strongly gifted in the arcane arts of all the races, and they are very resistant to diseases. However, they are also somewhat vulnerable to magicka, fire, frost, and shock, which makes them very weak against their strongest point - magic. They are among the longest living and most intelligent races of Tamriel, and they often become powerful magic users due to both their magical affinity and the many years they may devote to their studies.

ORSIMER
Lore Source: https://en.uesp.net/wiki/Lore:Orc
Orcs, also called Orsimer or "Pariah Folk" in ancient times,are sophisticated, brutish elves of the Wrothgarian Mountains, Dragontail Mountains, Valenwood, and Orsinium (literally translated as "Orc-Town"). They are noted for their unshakable courage in war and their unflinching endurance of hardships. Orcs have elven blood, but are usually considered to be both beastfolk and goblin-ken. In the past, Orcs were widely feared and hated by the other nations and races of Tamriel. However, they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire, and are fearsome when using their berserker rage. Orcs have a lifespan similar to that of humans. Most Imperial citizens regard Orc society as rough and cruel. The Orcs of the Iliac Bay region have developed their own language, known as Orcish, and have often had their own kingdom, Orsinium.

IMPERIAL
Lore Source: https://en.uesp.net/wiki/Lore:Imperial
Also known as Cyrodiils, Cyrodilics, Cyro-Nordics and Imperial Cyrods, the well-educated and well-spoken Imperials are the natives of the civilized, cosmopolitan province of Cyrodiil. Imperials are also known for the discipline and training of their citizen armies, and their respect for the rule of law. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races and erect the monument to peace and prosperity that comprises the Glorious Empire. Their hegemony has waxed and waned throughout the eras, and most historians refer to three distinct Empires, the ends of which each mark a new epoch in Tamrielic history.

KHAJIIT
Lore Source: https://en.uesp.net/wiki/Lore:Khajiit
Khajiit are cat-like people who come from Elsweyr, known for high intelligence and agility. These traits make them very good thieves and acrobats, but Khajiit are also fearsome warriors. However, they are rarely known to be mages. Khajiit mostly stay on land, but piracy and skooma trade does draw some to work as sailors.

Khajiit anatomy differs greatly from both men and elves, not only because of their fur, tail, and sometimes toe-walking stance, but also their digestive system and metabolism. Khajiit, Argonians, and Imga are the so-called "beast races" of Tamriel because of these large differences. Khajiit have a lifespan similar to that of humans. There are no well-documented cases of cross-breeding between Khajiit and other races, though there are rumors of such a thing. The foreign appearance and behavior of Khajiit make them common targets of racial discrimination.

Khajiit have various different internal species differences (which are pictured below). These all are able to interbreed with one another, and whilst not specified in lore, children of any Khajiit relationship seems to be able to be any of the below classifications, no matter what their parents are.
Khajiit_Types.jpg

ARGONIAN
Lore Source: https://en.uesp.net/wiki/Lore:Argonian
Argonians (Saxhleel, or People of the Root in their native language of Jel) are the reptilian natives of Black Marsh, a vast swampland province in southeastern Tamriel. The other races often refer to them as "lizards" or the "Lizard Folk" instead, especially when meaning to be derogatory. They are known as the foremost experts in guerrilla warfare throughout Tamriel, a reputation brought upon them by defending their borders from enemies for countless centuries. Argonians have a lifespan similar to that of humans. According to the First Era Scholar Brendan the Persistent, "The Argonian people have, throughout Tamrielic history, been perhaps the most misunderstood, vilified, and reviled of all the sentient races. Yet, those who have taken the time to experience Argonian culture have gained a greater appreciation for this noble and beautiful people." However, it should be noted that he himself went missing in his final expedition into the deeper swamps of their homeland.

REDGUARD
Lore Source: https://en.uesp.net/wiki/Lore:Redguard
Redguards are the most naturally talented warriors in Tamriel. The dark-skinned, wiry-haired people of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many armor styles and weapons (particularly swords), Redguards are also physically blessed with hardy constitutions, resistance to poison, and quickness of foot. Unlike most other human races, they are not believed to have any connection with the ancestral Nordic homeland of Atmora.

NORD
Lore Source: https://en.uesp.net/wiki/Lore:Nord
The Nords are the children of the sky, a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and magical frost. They are fierce, strong and enthusiastic warriors, and many become renowned warriors, soldiers and mercenaries all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare, and are known as a militant people by their neighbors. Nords are also natural seamen, and have benefited from nautical trade since their first migrations from Atmora. They captain and crew many merchant fleets, and may be found all along the coasts of Tamriel.

BRETON
Lore Source: https://en.uesp.net/wiki/Lore:Breton
Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. They are united in culture and language, even though they are divided politically, for High Rock is a fractious region. Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms that compete for power.Many are capable mages with innate resistance to magicka. They are known for a proficiency in abstract thinking and unique customs. Bretons appear, by and large, much like other pale-skinned humans. They are usually slight of build and not as muscular as Nords or Redguards. The great diversity in their appearance is to be expected from their politically fractured society, though their clothes, accents, customs and names are fairly uniform.

REACHMEN
Lore Source:https://en.uesp.net/wiki/Lore:Reachmen
The Reachmen, also known as the Witchmen of High Rock, are a tribal race of humans who inhabit the Reach in southwestern Skyrim and the neighboring Western Reach in the east of High Rock. They are believed to be closely related to the Bretons and some Reachmen believe that their people originally came from High Rock, but their ancestry spreads across many of the known races of Tamriel. At least some Reachmen are known to be descended from the Keptu clan of Nedes. Although they are thought to share descent, Bretons do not consider themselves kin to the Reachmen, and the Reachmen do not see themselves as Bretons. It's rather common throughout the generations Nords and Reachmen have intermingled and had offspring, but these relations have been shunned just as harshly as the Reachmen themselves.

Their culture is tribal and they make little use of advanced technology; many clans utilize hides, bones and copper to make gear, while others use properly forged weapons and armor. As they are shunned by most of Nord and Breton society, they typically inhabit makeshift fortresses built into caves and ruins throughout the Reach's battle-scarred landscape. There are also some similarities in things worn by the nedic Keptu and the Reachmen, showing that a cultural exchange might have taken place.

The Reachmen are also infamous for their advanced hedge-magic. Some Reachman mages are known to wield magic with which they can poison or corrupt nature. They are also said to have learned to control beastfolk magic, a wild hedge-wizardry, which is often described as primitive. Some Wyrd Covens, amongst them the Hagfeather Coven, the Rimerock Wyrd and the Markarth Sisters, are known to have close relations with the Reachmen and their magic.

MAORMER
Lore Source: https://en.uesp.net/wiki/Lore:Maormer
Maormer, also known as Sea Elves or Tropical Elves (or derogatorily as Fish Elves), are a race of Mer that reside on the island kingdom of Pyandonea, far south of the Summerset Isles.

Very little is known about these reclusive species, however what is known is they split off from the original Aldmeri (yes ALDMER, they were the pre-race of the Altmer) race sometime before the First Era, and have ravaged the Summerset Isles in seek to conquest them ever since. They are infamous pirates and are commonly seen attacking ships along the northern and western coasts of Tamriel.


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Below is a link to the general information of the continent, Tamriel, and below that will be brief summaries on the provinces of Tamriel.
Tamriel, the continent in which the Elder Scrolls games take place: https://en.uesp.net/wiki/Lore:Tamriel
latest?cb=20150911030824

CYRODIIL
Lore Source: https://en.uesp.net/wiki/Lore:Cyrodiil
Cyrodiil, also known as the Imperial Province, Dragon Empire, Starry Heart of Nirn, and Seat of Sundered Kings, and Cyrod in Ayleid, is a province in the south-central region of Tamriel, and the home of a humanoid race known as Imperials. The center of their Empire and seat of governance, Cyrodiil is also known as "the Heartland". The capital of Cyrodiil, and of the whole empire, the Imperial City, is located on City Isle in the center of the province, which bears the location of White-Gold Tower, possibly the most renowned monument of Tamriel. Despite some accounts describing Cyrodiil as a jungle, it primarily has a temperate climate. One scholar of the middle Second Era attributed this discrepancy to errors made during the transcription of historical texts, while another speculated that White-Gold Tower itself gradually adapted the climate to suit the region's inhabitants. Later sources asserted that Emperor Tiber Septim altered Cyrodiil's climate upon his apotheosis.

BLACK MARSH
Lore Source: https://en.uesp.net/wiki/Lore:Black_Marsh
Black Marsh is a dense swampland region of southeastern Tamriel, home to the reptilian humanoid race of Argonians and a race of sentient trees known as the Hist. Mer races also use the name Argonia, a reference to an obscure ancient battlefield, to avoid the negative connotations of the term "Black Marsh". Argonians thrive in the foreboding swamps of Black Marsh, a lush and threatening land teeming with poisonous plants and violent predators. The region's tropical climate lends its plants the capacity to overturn all attempts to cultivate them. Foreign agricultural, colonial, and commercial ventures beyond the slave-trade have met with abject failure. The native Argonians organize themselves on the tribal level with success and efficiency, and were only loosely integrated into the ruling Empire.

ELSWEYR
Lore Source: https://en.uesp.net/wiki/Lore:Elsweyr
Elsweyr is a province that lies on the southern coast of Tamriel, and is home to the feline Khajiit. The Khajiiti government is a confederacy held together by the Mane, which are the rarest of the various Khajiit breeds. An important part of Khajiiti culture is the Moon Sugar that is harvested in Elsweyr. Moon Sugar is said to be created by crystallised moonlight falling from the Ja'Kha-jay into the Bay of Topal on the southeastern coast. The waters are then drawn into the sugar plantations of the jungles of Tenmar, which cover much of the southern area of the province.

HAMMERFELL
Lore Source: https://en.uesp.net/wiki/Lore:Hammerfell
Hammerfell, once known as Hegathe, the Deathland, and Volenfell, is a province in the west of Tamriel, bordering Skyrim, Cyrodiil, and High Rock. This province is dominated by the wasteland of the Alik'r desert. It is inhabited by the human race of Redguards, who fled to Tamriel after their home, Yokuda, was destroyed.
Hammerfell is predominately an urban and maritime province, with most of its population confined to the great port and trade cities. The interior is sparsely populated with small poor farms and beastherds. The Redguards' love of travel, adventure, and the high seas have dispersed them as sailors, mercenaries, and adventurers in ports of call throughout the Empire.

HIGH ROCK
Lore Source: https://en.uesp.net/wiki/Lore:High_Rock
High Rock is a province in the northwest section of Tamriel. Most of the province is inhabited by the Bretons, who have divided the province into multiple Breton city states and minor kingdoms. The northern tip of central High Rock also contains Orsinium, the City-State of the Orcs. High Rock encompasses the many lands and clans of Greater Betony, the Deselle Isles, the Bjoulsae River tribes, and, by tradition, the Western Reach. The rugged highland strongholds and isolated valley settlements have encouraged the fierce independence of the various local Breton clans, resisting integration into a formal province or Imperial identity. Nonetheless, their language, bardic traditions, and heroic legends are a unifying legacy.

MORROWIND
Lore Source: https://en.uesp.net/wiki/Lore:Morrowind
Morrowind, previously named Dwemereth, Veloth, Resdayn, and Dunmereth, is the province in the northeast corner of Tamriel, and the home of the Dunmer. It is dominated by the large island of Vvardenfell and its centerpiece, the ash-spewing Red Mountain, but also includes territory on the continental mainland. The Inner Sea separates Vvardenfell from the mainland, and the Sea of Ghosts lies to the province's north. Solstheim, an island in this sea near northwestern Morrowind, has not traditionally been associated with any particular province, though Morrowind had long maintained a theoretical claim to it. The Nords of Skyrim conceded the island to Morrowind in 4E 16 following the Red Year, allowing the Dunmer to settle it without contest.

SKYRIM
Lore Source: https://en.uesp.net/wiki/Lore:Skyrim
Skyrim, the northernmost province of Tamriel, is a cold and mountainous region also known as the Old Kingdom, Mereth, or the Fatherland, or Keizaal in the dragon tongue. Many past battles have given it a ravaged appearance and many ruins. Though currently inhabited primarily by Nords, the Elves who they replaced had resided there since time immemorial. The sovereign, the High King of Skyrim, is chosen by the Moot, a convention of jarls. A jarl is a regional ruler chosen through heredity and, rarely, through right of arms. The High King typically rules until death, though acts of dishonor, particularly the appearance of cowardice, can lead to the recall and reconsideration of the Moot. Since the Pact of Chieftains was signed in 1E 420, the Moot does not give serious consideration to anyone but the High King's direct heir unless one is not available.

SUMMERSET ISLES
Lore Source: https://en.uesp.net/wiki/Lore:Summerset_Isles
The Summerset Isles (sometimes spelled Sumurset, Summurset or Sumerset) is a province in southwest Tamriel consisting of fourteen islands of varying size. The three largest and most significant islands are Summerset Isle, Auridon, and Artaeum, the latter of which is apt to disappear for sizable lengths of time without warning. In 4E 22, the Thalmor seized power and renamed the province after its capital, Alinor, though many outside the province still refer to it as Summerset. The current inhabitants of the province are the Altmer, though goblins were there when the elves first arrived. It is believed that the first inhabitants were the Sload before they were driven away by the Aldmer, whom the Altmer claim to be directly descended from.

VALENWOOD
Lore Source: https://en.uesp.net/wiki/Lore:Valenwood
Valenwood is a densely forested, sub-tropical region that encompasses the southwestern coastal plain of Tamriel. In the words of A Pocket Guide to the Empire, Valenwood is "a sea of endless green, a maze of foliage with half-hidden cities growing like blooms from a flower, the home of the Bosmer is Tamriel's garden." One unusual feature of Valenwood is its gigantic, migratory trees, many so large that the Bosmer have built entire cities in their branches. Falinesti is one such tree, a mile-high specimen that serves as the capital of Valenwood and seat of its kings.



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Three Banners War (2E 580 --)

In the years leading up to the Three Banners War, also called the Alliance War, a divided Tamriel had witnessed a series of conflicts and crises that had inspired the different nations of the land to band together into three distinct alliances: the greater Daggerfall Covenant in 2E 566, the Ebonheart Pact in 2E 572, and the first Aldmeri Dominion in 2E 580.
The competing ideologies of these alliances set them on a course for war; tensions between them were further exacerbated by the Soulburst and subsequent military aggression of the Empire of Cyrodiil under Empress Regent Clivia Tharn. Each alliance saw the opportunity to overthrow the corrupt Imperial regime and install their own emperor on the Ruby Throne, but also had to deal with the other two alliances. As the armies of the Covenant, Pact, and Dominion invaded Cyrodiil with the goal of capturing the Imperial City, they additionally launched attacks against each other.
OOC INFORMATION: The war's ultimate outcome is unknown, but all three alliances, as well as the Empire of Cyrodiil, had ceased to exist by the ninth century of the Second Era.
This is not known within RP, naturally, as the Three Banner War continues during such.

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DAGGERFALL COVENANT
Lore Source: https://en.uesp.net/wiki/Lore:Daggerfall_Covenant

The Daggerfall Covenant was a military alliance between the High Rock kingdoms of Camlorn, Daggerfall, Evermore, Shornhelm, and Wayrest, the northern Hammerfell kingdom of Sentinel and the city of Hallin's Stand, and also Orsinium during the chaotic Interregnum of the Second Era.
It vies with the Aldmeri Dominion and Ebonheart Pact for control over the contested Ruby Throne in Cyrodiil. The Covenant see's itself as the successor to the Reman Dynasty and aimed to restore the Second Empire with the legitimacy to rule all of Tamriel.
They advocate economic prosperity and the worship of the Divines. In this mission it was led by a Royal Council, presided over by High King Emeric, a Breton merchant lord of superb diplomatic skill. The Redguards were represented by King Fahara'jad, and the Orcs by King Kurog gro-Bagrakh.
EBONHEART PACT
Lore Source: https://en.uesp.net/wiki/Lore:Ebonheart_Pact

The Ebonheart Pact was a military alliance between the Great Houses Dres, Hlaalu, Indoril, and Redoran of Morrowind, the Kingdom of Eastern Skyrim, and the tribes of Murkmire, Shadowfen, and Thornmarsh in Black Marsh during the chaotic Interregnum of the Second Era.
It vies with the Aldmeri Dominion and Daggerfall Covenant for control over the contested Ruby Throne in Cyrodiil. It was a creation of unlikely allies, who had long histories of strife between them, but united for mutual defense, first against Akaviri invaders and later against the Daedric cultists of Molag Bal in Cyrodiil.
They aimed to wipe away the rash rule of the Empire and end once and for all mortals' entanglements with higher power from beyond Nirn. The Pact was led by Jorunn the Skald-King, who headed the Great Moot, as well as the three living gods of the Dunmer.
ALDMERI DOMINION
Lore Source: https://en.uesp.net/wiki/Lore:Aldmeri_Dominion

The Aldmeri Dominion, was an empire founded by Queen Ayrenn in 2E 580, in the midst of the Interregnum. It was conceived after Ayrenn assumed the throne of Alinor. Having traveled Tamriel extensively before returning to the Summerset Isles, she was aware of the dire threats menacing the world and saw it as the proper duty of the Elves to put things right. At the same time, the Bosmer and Khajiit were facing troubles of their own and in need of allies. Consequently, the Summerset Isles, Valenwood, and Elsweyr signed the Elden Accord and joined together to form the Dominion, which by the end of 2E 580 had entered the Alliance War to claim Cyrodiil's Ruby Throne and control of Tamriel, as well as to prevent the rival Daggerfall Covenant and Ebonheart Pact from doing the same.
The Dominion's ultimate goal was to usher in a new age of Elven rule across Tamriel in order to protect the land from the careless actions of the younger races.


Edited by Sanguiness130 on January 28, 2021 10:54AM
SANGUINESS
[EU Server - @Sanguiness ]
RPer and Lore Geek
  • Sanguiness130
    Sanguiness130
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    Now to some who have roleplayed before, this section will most likely be useless to you. This is aimed towards those who are not only new to ESO but to RP as well.



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    To keep it simple your character should, in your first RP attempt, have a rather generic background for their race. Whether it be a warrior or normal citizen, it's usually best to start with something very simple. This entirely depends on what is normal for the race you have chosen.

    If you have trouble determining as to what would be appropriate, then usually try to aim for something that would explain as to how and why they ended up where they are now, location wise. After all, a soldier for the Ebonheart Pact will probably not end up wandering around Wayrest.

    A few examples of typical backgrounds would be:
    - An Imperial fleeing Cyrodiil and taking refuge in an area outside the war. This background is good because it allows your character to be pretty much anywhere with a viable reason.
    - A Bosmer in Valenwood, a rather normal sight and therefore unquestionable.
    - A Nord in Morrowind, likely there due to the easy access between the regions of the Ebonheart Pact.
    However, because roleplay can be so spread out, and not in every zone, you will often have to have your character in a place they wouldn't usually be seen in because of your search for RP. Therefore, a common trope is to have a traveler-based character, therefore they can be anywhere with a good reason. A nomadic lifestyle is also rather common in Elder Scrolls and as such doesn't demand a lot of explanation or problematic questions: nonetheless, be prepared and have your story airtight for questions!



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    The level of skills your characters have will be very important to your roleplay. Most will be fairly easy to determine; if you're a Bosmer you're bound to be good with a bow, if you're a Breton or Altmer you're likely to have an easier time doing magic, and so on and so forth.

    However, powerplaying is an easy thing to fall into if you aren't careful. My recommendation to newer ESO players is if you're unsure as to what sort of skills your character would have, start at the bottom and the basics. Very rough skills in one or two particular weapons, and/or one or two particular magic schools.
    This is a good way to avoid causing problems not just for others, but for yourself, when RP'ing for the first time in combat situations and forms of conflict.
    That said, a good way to avoid falling into such situations are to come up with rough STATS or levels for your characters abilities, however not everyone enjoys or feels the need to do so, so there's not always a need to use one.

    If you're having a hard time working out as to what sort of power-levels your character would have, I would always recommend taking your backstory idea and the power-levels you have estimates for to another, more experienced player, e.g. an admin in a RP guild, to determine what suits best. Again I refer to my earlier point about keeping skills typical to your race. It's not always necessary, but a helpful suggestion to those with doubts.



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    Attire is a very important thing when in roleplay. It helps set the appearance, mood and general impression you give your character, just as we do with our outfits in real life. So something to advise to you newbies is to sort an appropriate outfit for your roleplay; if you have trouble finding something that works then you are always welcome to ask higher level characters in your guilds or friends group to help you out (who will most likely have more motifs than you do).
    The reason this is something to be very considerate of might sound a little daft, but a key point nonetheless. Why would a regular joe soldier have extremely rich and fancy robes? Why would a noble be wearing rags? Always try to make sure your attire suits your character, and the same goes for colour schemes. Don't be that idiot who wears luminous pink in what is, essentially, a fantasy medieval era. The same goes with suiting your colours to the type of character you have: soldiers are more likely to dress in greys and browns, rangers greens and browns, nobles are likely to wear fancier colours like purples, blues and reds, and so on.
    This is also worth considering with motifs as well. Motifs like Sapiarch, Fang Lair, Apostle and and Dremora all have very clear levels of elegence (or lack thereof) and gothic style to them, and as such you need to make sure that the clothes you wear have suitable styles to them, else it will be very strange.
    Be as immersive as you can with your outfits!

    I also recommend that all newcomers to RP take a look at this link: https://eso.mmo-fashion.com/motifs/
    ESO Fashion displays not just motifs and outfit styles but also furnishings and the like in the game, these guys are great to look through when deciding fashion choices!

    Supernaturals! You should be aware that if you are using the vampirism skill in-game, if your character isn't a vampire In-Character or doesn't look as pale as the game portrays them, then you might want to state such when at the beginning of a roleplay scenario. Why? Because some will take it as In-Character, it's unavoidable sadly that sometimes people get the wrong impression or idea about such, but it does happen. Metagaming (as the notion is called when someone uses Out-Of-Character knowledge In-Character) is highly frowned upon in the Roleplaying community, and so while most will likely point it out to you if you are doing it, it's good to try and avoid making that mistake as early on as you can. Good habits are fostered early! Nonetheless the best way to avoid these situations is by stating a description of your character upon entry to RP.



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    I HIGHLY recommend that any beginner roleplayers join a roleplaying guild once you decide to actively take part in RP! RP guilds are very helpful in that they will often help out their new members in not only getting used to RP when you're extremely new to it, but also by helping you with gear, getting adjusted to RP expectations and ettiquette, and teaching you about the specific types of RP they cover.

    There are a lot of RP hub guilds about the servers, both EU and NA. (Personally, I am an RPer on the EU server, so I can only tell you about the one's that I know about there, however if people from the NA server want to list hub guilds I recommend that you do so in the comments.) RP hub guilds cover a wide variety of different RPing guilds inside them, however the point of a hub guild is to allow everyone from different RP guilds to connect and communicate with one another and not only share recruitment messages and event notifications but also discuss lore topics, have general friendly chit-chat, and talk about the kinds of RP you are interested in so guilds might be able to reach out to you and recommend where to go for the kind of RP you desire.

    The best way to get your foot in the door is by going to this website: https://www.eso-rp.com/
    The ESO-RP enjin is a place where most RP guilds advertise and many RP hub guilds make themselves known on that website and how to get in touch with them.




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    It might not be the first thing that comes to mind when creating your roleplay character, but it is relevant to whom your character will associate with, and what sort of things he or she will do and say during RP. It is VERY important to remember that, like in real life, religion in the Elder Scrolls universe has it's biases, and therefore not all religions in ESO will be widely accepted with the In-Character part of RP. That said all the religion in ESO are there for a reason, and that's because they are practiced in the universe of the Elder Scrolls, so OOCly speaking, no religion is off limits.

    I'm sure a few of you are wondering why I saved this till last in the Roleplay Section, and the simple reason is.. This part is rather long, so if you're not interested in this bit, that's fair enough, I've done my best to minimise scrolling and contain parts of it in spoiler tabs.

    I will list below some main belief systems, and some basics to each, e.g. the gods within each pantheon.



    DAEDRIC PRINCES
    Lore Source: https://en.uesp.net/wiki/Lore:Daedric_Princes
    Daedric Princes (sometimes referred to as Daedra Lords) are the most powerful of the Daedra, and thus most commonly worshipped as gods. Each has a particular sphere, which it is said to govern. The various Daedric Princes and their spheres are listed below. Daedric Princes may assume a typically masculine or a typically feminine form, sometimes both. They are usually referred to as Princes regardless of what gender they appear most frequently as. In all, there are 17 powerful Princes known to mortals. According to Mankar Camoran, Lorkhan is also a Daedric Prince, although this has never been confirmed.

    Each Daedric Prince, with the exception of Jyggalag, is said to have his own plane of Oblivion, over which they have control. The limits on their planes, powers, and influence are not readily understood, as there are over 37,000 other planes (such as the Soul Cairn and the Chimera of Desolation, as well as chaos realms and pocket realms) over which they exert little or no control.

    The Daedric Princes seem to view Men and Mer as little more than minor amusements, occasionally applauding the actions of mortals when they exceed their expectations. They do not know the mortal sense of "good" and "evil", and usually have extremist tendencies, which is why Men and Mer fear them greatly. However, several princes do seem to take genuine pleasure in tremendous acts of devastation, in particular Boethiah, Molag Bal, Vaermina, Mehrunes Dagon, and Peryite.
    Although the beings are considered evil by most, they are widely worshipped in the realms of Tamriel. Elaborate shrines are created to honor the Daedra as gods. They often take a keen interest in their worshippers, and it is speculated that this is either because of the obvious ego-gratification of being somebody's god, or because the Daedra like to keep an eye on potential future subjects (assuming people of demonic disposition enter Oblivion after death, that is; there are as many afterlife theories as there are religions in the world). Mainstream religious authorities discourage Daedra worship, and often mount witch-hunting expeditions to drive out Daedra worshippers from the local area. During these encounters, they are often surprised at the marginal sanity that comes of worshipping the Daedric Princes. For the most part, however, dealing with the Daedra, one gets the distinct impression of being mused over as a person peering under an upturned rock may momentarily wonder at the lives of the bugs living ignorantly there.

    The list of Daedra and their spheres are as follows;
    • Azura – A Prince who maintains/draws power from the balance of night and day, light and dark.
    • Boethiah – The Prince of deceit, secrecy, conspiracy, treason, and unlawful overthrow of authority.
    • Clavicus Vile – The Prince of deals, pacts, power, bargains, and serenity through wish fulfillment.
    • Hermaeus Mora – The formless Daedric Prince of knowledge and memory, seeks to possess all that is knowable.
    • Hircine – The Prince of the hunt, sport, the Great Game, and the Chase.
    • Jyggalag – The Prince of logical order and deduction, upholds strict order above all else.
    • Malacath – The Prince whose sphere is the patronage of the spurned and ostracized.
    • Mehrunes Dagon – The Prince of destruction, violent upheaval, energy, and mortal ambition.
    • Mephala – The Prince of unknown plots and obfuscation, a master manipulator, a sower of discord.
    • Meridia – The Prince of the energies of all living things, enemy of the undead and all who disrupt the flow of life.
    • Molag Bal – The Prince of domination and spiritual enslavement, seeks to ensnare souls within his domain.
    • Namira – The Prince of the "ancient darkness," the patron of all things considered repulsive.
    • Nocturnal – The Prince of the night and darkness, the patron of all things secretive.
    • Peryite – The Taskmaster, the Daedric Prince of Pestilence, desires order in his domain.
    • Sanguine – The Prince of hedonism, debauchery, and the further indulgences of one's darker nature.
    • Sheogorath – The infamous Prince of Madness, whose motives are unknowable.
    • Vaermina – The Prince of dreams and nightmares, a deliverer of evil omens and dark portents.



    PANTHEONS OF TAMRIEL
    Lore Source: https://en.uesp.net/wiki/Lore:Varieties_of_Faith_in_Tamriel

    It comes to no surprise that different provinces and races within Tamriel have different names for the deities they worship, even if the fundamentals of them are more or less the same.
    Whilst Daedric worship, as written above, is practiced, it is frowned upon in comparison to the religions of the province they reside in.
    Below is a list of the deities worshiped by each race, and any names for such beliefs.

    BRETONS AND IMPERIALS: THE EIGHT
    Akatosh (Dragon God of Time):
    Akatosh is the chief deity of the Eight Divines (the major religious cult of Cyrodiil and its provinces) and one of two deities found in every Tamrielic religion (the other is Lorkhan). He is generally considered to be the first of the gods to form in the Beginning Place. After his establishment, other spirits found the process of being easier, and the various pantheons of the world emerged. He embodies the qualities of endurance, invincibility, and everlasting legitimacy.

    Kynareth (Goddess of Air):
    Kynareth is a member of the Eight Divines, the strongest of the Sky spirits, patron of sailors and travelers. In some legends, she is the first to agree to Lorkhan's plan to invent the mortal plane, and she provides the space for its creation in the void. She is also associated with rain, a phenomenon said not to occur before the removal of Lorkhan's divine spark.

    Julianos (God of Wisdom and Logic):
    Often associated with Jhunal, the Nord father of language and mathematics, Julianos is the god of literature, law, history, and contradiction, and the favorite deity of most Breton mages.

    Dibella (Goddess of Beauty):
    Popular god of the Eight Divines, Dibella has nearly a dozen different cults, some devoted to women, some to artists and aesthetics, and others to erotic instruction.

    Arkay (God of the Cycle of Life and Death):
    Member of the Eight Divines pantheon and popular elsewhere, as well. Arkay is often more important in those cultures where his father, Akatosh, is either less related to time or where his time aspects are difficult to comprehend by the common folk. He is the god of burials and funeral rites, and is sometimes associated with the seasons. His priests are staunch opponents of necromancy and all forms of the undead. It is said that Arkay did not exist before the world was created by the gods under Lorkhan's supervision/urging/trickery. Therefore, he is sometimes called the Mortals' God.

    Zenithar (God of Work and Commerce, Trader God):
    Member of the Eight Divines, Zenithar is understandably associated with the Bosmeri Z'en. In High Rock, however, he is a far more cultivated god of merchants, artisans, and the middle nobility. His worshipers say, despite his mysterious origins, Zenithar is the god "that will always win."

    Mara (Goddess of Love):
    Nearly universal goddess. Her origins started in mythic times as a fertility goddess; in High Rock, she is the Mother-Goddess. She is sometimes associated with Nir of the "Anuad," the female principle of the cosmos that gave birth to creation. For the Bretons, she is married to Akatosh.

    Stendarr (God of Mercy):
    God of the Eight Divines, Stendarr has evolved from his Nord origins into a deity of compassion, or sometimes, righteous rule. Stendarr is the patron of magistrates, rulers, and knights errant.


    Additional Deities with Significant Breton Cults:

    Magnus (Magus):
    The god of sorcery, Magnus withdrew from the creation of the world at the last second, though it cost him dearly. What remains of him is felt and controlled by mortals as magic. One story says that, while the idea was thought up by Lorkhan, it was Magnus who created the schematics and diagrams needed to construct the mortal plane. He is sometimes represented by a golden eye, an astrolabe, a telescope, or more commonly, a staff. Legends say he can inhabit the bodies of powerful magicians and lend them his power.

    Y'ffre (God of the Forest):
    While Akatosh Time Dragon might be the king of the gods, Y'ffre is revered as the spirit of "the now." According to the Elves, after the creation of the mortal plane, everything was in chaos. The first mortals were turning into plants and animals and back again. Then Y'ffre transformed himself into the first of the Ehlnofey, or "Earth Bones." After the laws of nature were established, mortals had a semblance of safety in the new world, because they could finally understand it.

    Sheor (Bad Man):
    In High Rock, the Bad Man is the source of all strife. He seems to have started as the god of crop failure, but most modern theologians agree that he is a demonized version of the Nordic Shor or Aldmeri Lorkhan, born during the dark years after the fall of Saarthal.

    Phynaster:
    Hero-god who taught the Altmer how to naturally live another hundred years by using a shorter walking stride. Patron deity and "teacher" of the Direnni. Often worshiped by those Breton mages who emphasize their Elven blood.



    CROWN REDGUARDS: EIGHT OF THE CROWNS
    Satakal (The Worldskin):
    Yokudan god of everything, a fusion of the concepts of Anu and Padomay. Basically, Satakal is much like the Nords' Alduin, who destroys one world to begin the next. In Yokudan mythology, Satakal had done (and still does) this many times over, a cycle which prompted the birth of spirits that could survive the transition. These spirits ultimately become the Yokudan pantheon. Popular god among the Crowns of the Alik'r nomads.

    Ruptga (Tall Papa):
    Chief deity of the Yokudan pantheon. Ruptga, more commonly "Tall Papa," was the first god to figure out how to survive the Hunger of Satakal. Following his lead, the other gods learned the "Walkabout," or a process by which they can persist beyond one lifetime. Tall Papa set the stars in the sky to show lesser spirits how to do this, too. When there were too many spirits to keep track of, though, Ruptga created a helper out the dead skin of past worlds. This helper is Sep (see below), who later creates the world of mortals.

    Tu'whacca (Tricky God):
    Yokudan god of souls. Tu'whacca, before the creation of the world, was the god of Nobody Really Cares. When Tall Papa undertook the creation of the Walkabout, Tu'whacca found a purpose; he became the caretaker of the Far Shores, and continues to help Redguards find their way into the afterlife.

    Zeht (God of Farms):
    Yokudan god of agriculture who renounced his father after the world was created, which is why Tall Papa makes it so hard to grow food.

    Morwha (Teat God):
    Yokudan fertility goddess, fundamental deity in the Yokudan pantheon, and the favorite of Tall Papa's wives. Still worshiped in various areas of Hammerfell, including Stros M'kai, Morwha is always portrayed as four-armed, so that she can "grab more husbands."

    Tava (Bird God):
    Yokudan spirit of the air. Tava is most famous for leading the Yokudans to the isle of Herne after the destruction of their homeland. She has since become assimilated into the mythology of Kynareth. She is still very popular in Hammerfell among sailors, and her shrines can be found in most port cities.

    Onsi (War God; Boneshaver):
    Notable warrior god of the Yokudan Ra Gada, Onsi taught Mankind how to pull their knives into swords.

    Diagna (Orichalc God of the Sideways Blade):
    Hoary thuggish cult of the Redguards that originated in Yokuda during the Twenty-Seven Snake Folk Slaughter. Diagna was an avatar of the HoonDing (the Yokudan God of Make Way, see below) that achieved permanence. He was instrumental to the defeat of the Lefthanded Elves, as he brought orichalc weapons to the Yokudan people to win the fight. In Tamriel, he led a very tight-knit group of followers against the Orcs of Orsinium during the height of their ancient power.


    Additional Deities with Significant Redguard Cults:

    Leki (Saint of the Spirit Sword):
    Daughter of Tall Papa, Leki is the goddess of aberrant swordsmanship. The Na-Totambu of Yokuda warred to a standstill during the mythic era to decide who would lead the charge against the Lefthanded Elves. Their swordmasters, though, were so skilled in the Best Known Cuts as to be matched evenly. Leki introduced the Ephemeral Feint. Afterwards, a victor emerged and the war with the Aldmer began.

    HoonDing (The Make Way God):
    Yokudan spirit of "perseverance over infidels." The HoonDing has historically materialized whenever the Redguards need to "make way" for their people. In Tamrielic history this has only happened twice, in the First Era during the Ra Gada invasion.

    Malooc (Horde King):
    An enemy god of the Ra Gada who led the Goblins against the Redguards during the First Era. Fled east when the army of the HoonDing overtook his Goblin hordes.

    Sep (The Snake):
    Yokudan version of Lorkhan. Sep is born when Tall Papa creates someone to help him regulate the spirit trade. Sep, though, is driven crazy by the hunger of Satakal, and he convinces some of the gods to help him make an easier alternative to the Walkabout. This, of course, is the world as we know it, and the spirits who followed Sep become trapped here, to live out their lives as mortals. Sep is punished by Tall Papa for his transgressions, but his hunger lives on as a void in the stars, a "non-space" that tries to upset mortal entry into the Far Shores.



    DUNMER: THE TRIBUNAL AND THE GOOD DAEDRA

    The Dunmer are descended from the Chimer, who were apostates of the Aldmeri's Aedra worship. As the Alessian Reforms never took hold in Morrowind, their pantheon bears little resemblance to the rest of Tamriel. The Dark Elves' original religion was worship of several Daedric Princes, the so-called "Good Daedra," but that has been largely superseded by reverence for the "Living Gods" of the Tribunal.
    THE TRIBUNAL

    Almalexia (Mother Morrowind):
    Most traces of Auri-El disappeared from ancient Chimer legends during their so-called "exodus," primarily due to that god's association and esteem with the Altmeri. However, most aspects of Auri-El that seem so important to the mortal races—namely immortality, historicity, and genealogy—have conveniently resurfaced in Almalexia, the most popular of Morrowind's divine Tribunal.

    Vivec (Master of Morrowind):
    Warrior-poet god of the Dunmer. Vivec is the invisible keeper of the holy land, ever vigilant against the dark gods of the Volcano. He/she has saved the Dunmeri people from certain death on numerous occasions.

    Sotha Sil (Mystery of Morrowind):
    God of the Dunmer, Sotha Sil is the least known of the divine Tribunal. He is said to be reshaping the world from his hidden, clockwork city.
    THE GOOD DAEDRA

    Boethiah (Prince of Plots):
    Heralded by the Prophet Veloth, Boethiah is the original god-ancestor of the Dark Elves. Through his/her illuminations, the eventual "Chimer," or Changed Folk, renounced all ties to the Aldmer and founded a new nation based on Daedric principles. All manner of Dark Elven cultural "advances" are attributed to Boethiah, from philosophy to magic to "responsible" architecture. Ancient Velothi allegories are uniformly heroic successes of Boethiah over enemies of every type, serving as foundation stories of Chimeri struggle. Also known as the Anticipation of Almalexia.

    Mephala (Androgyne):
    Mephala is the Webspinner or Spider God. In Morrowind, he/she was the ancestor who taught the Chimer the skills they would need to evade their enemies or murder them in secret. Enemies were numerous in those days, since the Chimer were a small faction. He/she, along with Boethiah, organized the clan systems that eventually became the basis for the Great Houses. He/she founded the Morag Tong. Also called the Anticipation of Vivec.

    Azura (Goddess of Dusk and Dawn):
    Azura was the god-ancestor who taught the Chimer the mysteries needed to be different than the Altmer. Some of her more conventional teachings are sometimes attributed to Boethiah. In the stories, Azura is often more a communal cosmic force for the race as a whole than an ancestor or a god. Also known as the Anticipation of Sotha Sil.
    Lorkhan (The Missing God):
    This Creator-Trickster-Tester deity is in every Tamrielic mythic tradition. His most popular name is the Aldmeri "Lorkhan" or Doom Drum. He convinced or contrived the Original Spirits to bring about the creation of the mortal plane. This upset the status quo, much like his father, Padomay, who introduced instability into the universe in the Beginning Place. After the world is materialized, Lorkhan is separated from his divine center, sometimes involuntarily, and eventually wanders the creation of the et'Ada. He and his metaphysical placement in the "scheme of things" is interpreted a variety of ways. In Morrowind, he is a being related to the Psijic Endeavor, a process by which mortals are charged with transcending the gods that created them.
    FOUR CORNERS OF THE HOUSE OF TROUBLES ("THE TESTING GODS")
    Enemy gods, more to be placated and appeased than worshiped.

    Molag Bal (God of Schemes, Lord of Brutality):
    Daedric power of much importance in Morrowind. There, he is always the archenemy of Boethiah, the Prince of Plots. He is the main source of the obstacles to the Dunmer (and preceding Chimer) people. In legends, Molag Bal always tries to upset the bloodlines of Great Houses or otherwise ruin Dunmeri "purity." A race of supermonsters, said to live in Molag Amur, are the result of his seduction of Vivec during the previous era.

    Malacath (God of Curses):
    In Dunmer myth, Boethiah swallowed Aldmer hero-god Trinimac and excreted him as Malacath. A somewhat weak but vengeful Daedra, the Dark Elves say he is also Malak, the god-king of the Orcs. He always tests the Dunmer for physical weakness.

    Sheogorath (The Mad God):
    The fearful obeisance of Sheogorath is widespread, and it is found in most Tamrielic quarters. Contemporary sources indicate that his roots are in Aldmeri creation stories; therein, he is "born" when Lorkhan's divine spark is removed. One crucial myth calls him the "Sithis-shaped hole" of the world. He tests the Dunmer for mental weakness and tempts the Great Houses into treachery against each other.

    Mehrunes Dagon (God of Destruction):
    Popular Daedric power. He is associated with natural dangers like fire, earthquakes, and floods. In some cultures, Dagon is merely a god of bloodshed and betrayal. He is an especially important deity in Morrowind, where he represents its near-inhospitable terrain.



    REDGUARDS: THE EIGHT OF FOREBEARS

    The Forebears, who have been longest in Tamriel and had the stronger relationship with the Second Empire, worship substantially the same pantheon as the Imperials and Bretons, whereas the more conservative Crowns still revere the ancient Yokudan gods.
    Akatosh (Dragon God of Time):
    Akatosh is the chief deity of the Eight Divines (the major religious cult of Cyrodiil and its provinces), and one of two deities found in every Tamrielic religion (the other is Lorkhan). He is generally considered to be the first of the Gods to form in the Beginning Place; after his establishment, other spirits found the process of being easier and the various pantheons of the world emerged. He embodies the qualities of endurance, invincibility, and everlasting legitimacy.

    Tava (Bird God):
    Yokudan spirit of the air. Tava is most famous for leading the Yokudans to the isle of Herne after the destruction of their homeland. She has since become assimilated into the mythology of Kynareth, and is often worshiped by the Forebears in that name. She is very popular in Hammerfell among sailors, and her shrines can be found in most port cities.

    Julianos (God of Wisdom and Logic):
    Often associated with Jhunal, the Nords' father of language and mathematics, Julianos is the god of literature, law, history, and contradiction, and is thus the patron of magistrates (and wizards).

    Dibella (Goddess of Beauty):
    Popular god of the Eight Divines. She has nearly a dozen different cults, some devoted to women, some to artists and aesthetics, and others to erotic instruction.

    Tu'whacca (Tricky God):
    Yokudan god of souls. Tu'whacca, before the creation of the world, was the god of Nobody Really Cares. When Tall Papa undertook the creation of the Walkabout, Tu'whacca found a purpose; he became the caretaker of the Far Shores, and continues to help Redguards find their way into the afterlife. His cult is sometimes associated with Arkay in the more cosmopolitan regions of Hammerfell, and he is often worshiped in that name by Forebears.

    Zeht (God of Farms):
    Yokudan god of agriculture who renounced his father after the world was created, which is why Akatosh makes it so hard to grow food. Analogous to Zenithar, and sometimes worshiped in that name.

    Morwha (Teat God):
    Yokudan fertility goddess. Fundamental deity in the Yokudan pantheon, and the favorite of Tall Papa's wives. Still worshiped in various areas of Hammerfell, including Stros M'kai. Morwha is always portrayed as four-armed, so that she can "grab more husbands." Analogous to Mara, and sometimes worshiped in that name by the Forebears.

    Stendarr (God of Mercy):
    Stendarr's sphere includes compassion, charity, justice, and righteous rule, and is the favorite god of Redguard "gallants" (knights).


    Additional Deities with Significant Redguard Cults:

    Leki (Saint of the Spirit Sword):
    Divine daughter of Tall Papa, Leki is the goddess of aberrant swordsmanship. The Na-Totambu of Yokuda warred to a standstill during the mythic era to decide who would lead the charge against the Lefthanded Elves. Their swordmasters, though, were so skilled in the Best Known Cuts as to be matched evenly. Leki introduced the Ephemeral Feint. Afterwards, a victor emerged and the war with the Aldmer began.

    HoonDing (The Make Way God):
    Yokudan spirit of "perseverance over infidels." The HoonDing has historically materialized whenever the Redguards need to "make way" for their people. In Tamrielic history this has only happened twice, in the First Era during the Ra Gada invasion.

    Malooc (Horde King):
    An enemy god of the Ra Gada who led the Goblins against the Redguards during the First Era. Fled east when the army of the HoonDing overtook his Goblin hordes.

    Sep (The Snake):
    Yokudan version of Lorkhan. Sep is born when Tall Papa creates someone to help him regulate the spirit trade. Sep, though, is driven crazy by the hunger of Satakal, and he convinces some of the gods to help him make an easier alternative to the Walkabout. This, of course, is the world as we know it, and the spirits who followed Sep become trapped here, to live out their lives as mortals. Sep is punished by Tall Papa for his transgressions, but his hunger lives on as a void in the stars, a "non-space" that tries to upset mortal entry into the Far Shores.



    ARGONIANS
    Except for a few of the most assimilated, Argonians worship neither Aedra nor Daedra. They do not have "religion" as it is known elsewhere in Tamriel. They are known to venerate the Hist trees of Black Marsh, but they do not appear to have prayers, priests, or temples.

    Argonians also venerate Sithis, the primordial Shadow/Chaos that existed before the gods were born. Unlike most citizens of Tamriel, they do not regard Sithis as "evil." In fact, Argonians born under the sign of the Shadow are taken at birth and presented to the Dark Brotherhood, which in Black Marsh is considered an integral part of society.



    ALTMER: THE EIGHT
    (though few Altmer outside the Empire accept the limitation of Divines to eight):
    Auri-El (King of the Aldmer):
    The Elven Akatosh is Auri-El. Auri-El is the soul of Anui-El, who, in turn, is the soul of Anu the Everything. He is the chief of most Aldmeri pantheons. Most Altmeri and Bosmeri claim direct descent from Auri-El. In his only known moment of weakness, he agreed to take his part in the creation of the mortal plane, that act which forever sundered the Elves from the spirit worlds of eternity. To make up for it, Auri-El led the original Aldmer against the armies of Lorkhan in mythic times, vanquishing that tyrant and establishing the first kingdoms of the Altmer, Altmora and Old Ehlnofey. He then ascended to heaven in full observance of his followers so that they might learn the steps needed to escape the mortal plane.

    Magnus (Magus):
    The god of sorcery, Magnus withdrew from the creation of the world at the last second, though it cost him dearly. What is left of him on the world is felt and controlled by mortals as magic. One story says that, while the idea was thought up by Lorkhan, it was Magnus who created the schematics and diagrams needed to construct the mortal plane. He is sometimes represented by an astrolabe, a telescope, or, more commonly, a staff.

    Trinimac:
    Strong god of the early Aldmer, in some places more popular than Auri-El. He was a warrior spirit of the original Elven tribes that led armies against the Men. Boethiah is said to have assumed his shape (in some stories, he even eats Trinimac) so that he could convince a throng of Aldmer to listen to him, which led to their eventual Chimeri conversion. Trinimac vanishes from the mythic stage after this, to return as the dread Malacath (Altmeri propaganda portrays this as the dangers of Dunmeri influence).

    Y'ffre (God of the Forest):
    While Auri-El Time Dragon might be the king of the gods, Y'ffre is revered as the spirit of "the now." According to the Elves, after the creation of the mortal plane everything was in chaos. The first mortals were turning into plants and animals and back again. Then Y'ffre transformed himself into the first of the Ehlnofey, or "Earth Bones." After these laws of nature were established, mortals had a semblance of safety in the new world, because they could finally understand it.

    Xarxes:
    Xarxes is the god of ancestry and secret knowledge. He began as a scribe to Auri-El, and has kept track of all Aldmeri accomplishments, large and small, since the beginning of time. He created his wife, Oghma, from his favorite moments in history.

    Mara (Goddess of Love):
    Nearly universal goddess. Origins started in mythic times as a fertility goddess. She is sometimes associated with Nir of the "Anuad," the female principle of the cosmos that gave birth to creation. For the Altmer, she is the wife of Auri-El.

    Stendarr (God of Mercy):
    God of compassion and righteous rule. In early Altmeri legends, Stendarr is the apologist of Men.

    Syrabane (Warlock's God):
    An Aldmeri god-ancestor of magic, Syrabane aided Bendu Olo in the Fall of the Sload. Through judicious use of his magical ring, Syrabane saved many from the scourge of the Thrassian Plague. He is also called the Apprentices' God, for he is a favorite of the younger members of the Mages Guild.


    Additional Deities with Significant Altmer Cults:

    Phynaster:
    Hero-god of the Summerset Isles, who taught the Altmer how to naturally live another hundred years by using a shorter walking stride.

    Lorkhan (The Missing God):
    This Creator-Trickster-Tester deity is in every Tamrielic mythic tradition. His most popular name is the Aldmeri "Lorkhan," or Doom Drum. He convinced or contrived the Original Spirits to bring about the creation of the mortal plane, upsetting the status quo—much like his father Padomay had introduced instability into the universe in the Beginning Place. After the world is materialized, Lorkhan is separated from his divine center, sometimes involuntarily, and wanders the creation of the et'Ada. He and his metaphysical placement in the "scheme of things" is interpreted a variety of ways. To the High Elves, he is the most unholy of all higher powers, as he forever broke their connection to the spirit plane. In the legends, he is almost always an enemy of the Aldmer and, therefore, a hero of early Mankind.



    KHAJIIT: THE EIGHT
    Alkosh (Dragon King of Cats):
    Pre-ri'Datta Dynasty Anequinine deity. A variation on the Altmeri Auri-El, and thus an Akatosh-as-culture-hero for the earliest Khajiit. His worship was co-opted during the establishment of the Riddle'Thar, and he still enjoys immense popularity in Elsweyr's wasteland regions. He is depicted as a fearsome dragon, a creature the Khajiit say "is just a real big cat." He repelled an early Aldmeri pogrom of Pelinal Whitestrake during mythic times.

    Riddle'Thar (Two-Moons Dance):
    The cosmic order deity of the Khajiit, the Riddle'Thar was revealed to Elsweyr by the prophet Rid-Thar-ri'Datta, the Mane. The Riddle'Thar is more a set of guidelines by which to live than a single entity, but some of his avatars like to appear as humble messengers of the gods. Also known as the Sugar God.

    Jone and Jode (Little Moon God and Big Moon God):
    Together, the moons represent duality, fate, and luck. In Khajiiti religion, Jone and Jode are aspects of the Lunar Lattice, or ja-Kha'jay.

    Mara (Mother Cat):
    Nearly universal goddess. Originally a fertility goddess, the Khajiit associate her with Nir of the "Anuad," the female principle of the cosmos. She is the lover of Alkosh.

    S'rendarr (The Runt; God of Mercy):
    S'rendarr's sphere includes compassion, charity, and justice. In early Aldmeri legends, S'rendarr is the apologist of Men.

    Khenarthi (God of Winds):
    Khenarthi is the strongest of the Sky spirits. In some legends, he is the first to agree to Lorkhaj's plan to invent the mortal plane, and provides the space for its creation in the void. He is also associated with rain, a phenomenon said not to occur before the removal of Lorkhaj's divine spark.

    Baan Dar (The Bandit God):
    In most regions, Baan Dar is a marginal deity, a trickster spirit of thieves and beggars. In Elsweyr he is more important, and is regarded as the Pariah. In this aspect, Baan Dar becomes the cleverness or desperate genius of the long-suffering Khajiit, whose last-minute plans always upset the machinations of their (Elven or Human) enemies. He has also lent his name to the Baandari Pedlars, the traveling Khajiiti merchant tribe.


    Additional Deities with Significant Khajiiti Cults:

    Magrus (Cat's Eye, Sun God):
    Khajiiti version of Magnus, the god of the sun and sorcery, popular with Khajiiti magicians (though less so than Azurah).

    Rajhin (The Footpad):
    Thief and trickster god, the Purring Liar, much beloved of Khajiiti storytellers. Rajhin grew up in the Black Kiergo section of Senchal. The most famous burglar in Elsweyr's history, Rajhin is said to have stolen a tattoo from the neck of Empress Kintyra as she slept.

    Azurah (Goddess of Dusk and Dawn):
    Patron of Khajiiti magicians, respected rather than feared for her sometime trickery. In myth she is tied into the origins of Khajiiti out of Aldmeri stock.

    Sheggorath (Skooma Cat, the Mad God):
    The King of Insanity appeals to the darker side of the Cat-Men, who chafe at the strictures of sanity and responsibility.

    Hircine (Hungry Cat):
    God of hunting and skinchanging, revered for his fierceness and cunning.

    Sangiin (Blood Cat):
    God of Death and Secret Murder, Sangiin's worship is hidden from Cat's Eye. "For who can control the urges of blood?"

    Namiira (The Great Darkness):
    An enemy of the living, to be placated rather than worshiped.

    Lorkhaj (Moon Beast):
    Pre-ri'Datta Dynasty Anequinine deity, easily identified with the Missing God, Lorkhan. This Creator-Trickster-Tester deity is in every Tamrielic mythic tradition. He convinced or contrived the Original Spirits to bring about the creation of the mortal plane, upsetting the status quo—much like his father Padomay had introduced instability into the universe in the Beginning Place. After the world is materialized, Lorkhaj is separated from his divine center, sometimes involuntarily, and wanders the creation of the et'Ada. He and his metaphysical placement in the "scheme of things" is interpreted a variety of ways. In the legends, he is almost always an enemy of the Aldmer and, therefore, a hero of early Mankind.



    NORDS: THE EIGHT
    Shor (King of the Gods):
    Shor is the Nordic version of Lorkhan. He sided with men after the creation of the world. Foreign gods (i.e., elven ones) conspired against him to bring about his defeat, dooming him to the "underworld". Atmoran myths depict him as a bloodthirsty warrior king who repeatedly led the Nords to victory over their Aldmeri oppressors. Before his doom, Shor, sometimes also called the Children's God, was chief of the gods. It is believed Shor can be found at Sovngarde, an Aetherial utopia he built which is open in the afterlife to all Nords who prove their mettle or die valiantly in battle. Though dead, ancient Nordic legends speak of Shor's ghost being "sung" back into the world at momentous occasions in Nordic history.

    Kyne (Kiss at the End):
    Nord Goddess of the Storm. Widow of Shor and favored god of warriors, she is often called the Mother of Men. Her daughters taught the first Nords the use of the Thu'um or "Storm Voice."

    Mara (Goddess of Love):
    For the Nords, Mara is a handmaiden of Kyne and concubine of Shor. As the goddess of fertility and agriculture, she's sometimes associated with Nir of the "Anuad," the female principle of the cosmos that gave birth to creation.

    Dibella (Goddess of Beauty):
    Popular god of the Eight Divines. She has nearly a dozen different cults, some devoted to women, some to artists and aesthetics, and others to erotic instruction.

    Stuhn (God of Ransom):
    Nord precursor to Stendarr, brother of Tsun, shield-thane of Shor. Stuhn was a warrior god who fought against the Aldmeri pantheon. He showed Men how to take (and the benefits of taking) prisoners of war.

    Jhunal (Rune God):
    God of knowledge and hermetic orders, precursor of Julianos. Never very popular among the mercurial and warlike Nords, his worship is fading.

    Shor (God of the Underworld):
    The Nord version of Lorkhan, Shor allied with Men after the creation of the world. Foreign gods (that is, Elven ones) conspired against him and brought about his defeat, dooming him to the afterlife, Sovngarde. Atmoran myths depict him as a bloodthirsty warrior king who led the Nords to victory over their Aldmeri oppressors time and again. Before his doom, Shor was the chief of the gods. He is sometimes called the Children's God (see "Orkey.") Considered a "dead god," Shor has no priesthood and is not actively worshiped, but he is frequently sworn by.

    Orkey (Old Knocker):
    God of mortality, Orkey combines aspects of Mauloch and Arkay. He is a "loan-god" for the Nords, who seem to have taken up his worship during Aldmeri rule of Atmora. Nords believe they once lived as long as Elves until Orkey appeared, through [sic] heathen trickery, he fooled them into a bargain that "bound them to the count of winters." At one time, legends say, Nords only had a lifespan of six years due to Orkey's foul magic. Then Shor showed up and, through unknown means, removed the curse, throwing most of it onto the nearby Orcs.

    Alduin (The World-Eater):
    Alduin is the Nord variation of Akatosh. He only superficially resembles his counterpart in the Imperial Eight Divines. For example, Alduin's sobriquet, "the World Eater," comes from myths that depict him as the horrible, ravaging firestorm that destroyed the last world to begin this one. Nords therefore see the god of time as both creator and harbinger of the apocalypse. He is not the chief of the Nord pantheon (in fact, this pantheon has no chief, see "Shor") but its wellspring, albeit a grim and frightening one.
    Alduin destroyed the last world to enable the creation of this one, and he will destroy this one to enable the next. Alduin was once worshiped by the long-dead Dragon Cult, but that has been outlawed for centuries, so Alduin has no admitted worshipers.


    Testing Gods

    Herma-Mora (The Woodland Man):
    Ancient Atmoran "Demon of Knowledge" who nearly seduced the Nords into becoming Aldmer. Most Ysgramor myths are about escaping the wiles of old Herma-Mora. Unlike his Bosmeri adherents, the Nords don't deny his Daedric nature.

    Mauloch (God of Orcs, "Mountain Fart"):
    Clearly identified for the Nords with the Daedric Prince Malacath, Mauloch tests them through warfare. Mauloch troubled the heirs of King Harald for a long time. Fleeing east after his defeat at the Battle of Dragon Wall, ca. 1E 660, his rage was said to fill the sky with his sulfurous hatred, earning that year the sobriquet "Year of Winter in Summer."


    Dead God

    Tsun:
    Extinct Nord god of trials against adversity. Died defending Shor from foreign gods.



    ORCS: MALACATH AND TRINIMAC
    The Orcs acknowledge the existence of many other gods, but they worship only one:

    Malacath, or Mauloch (Orc-Father, The Great Chief):
    Orcs revere Mauloch as the First Orc, and live by the Code of Mauloch, which dictates such matters as honor and vengeance.
    The Code of Mauloch
    The Code is more often tacit than explicit, but includes the following:

    — Respect for forging and blacksmithing.
    — The traditional roles of a clan's chief and his wives.
    — The tradition of selection of a new chief through challenge and combat.
    — The custom that one who commits a crime must pay "Blood Price" to the victim (or victim's relatives).
    — The requirement that insults to honor must be avenged.
    — Recognition that to die in combat pleases Mauloch.


    The Cult of Trinimac
    Many Orcs believe in the origin myth in which the Elven god Trinimac was eaten by Boethiah, and when he was excreted he was transformed into Malacath, and all his followers into Orcs. Those who believe in this Elven origin of Orc-kind often call them "Orsimer."

    Some Orcs therefore venerate Trinimac as their god-ancestor rather than Malacath. Orcs of the Trinimac cult insist that Trinimac fooled Boethiah into believing he was corrupted by his passage through Boethiah, when he in fact absorbed some of Boethiah's strength and passed it on to his followers. In this way the Orsimer can be seen as "improved Elves."



    Edited by Sanguiness130 on December 5, 2020 10:47AM
    SANGUINESS
    [EU Server - @Sanguiness ]
    RPer and Lore Geek
  • Sanguiness130
    Sanguiness130
    ✭✭✭
    BOSMER: THE EIGHT
    Auri-El (King of the Aldmer):
    The Elven Akatosh is Auri-El. Auri-El is the soul of Anui-El, who, in turn, is the soul of Anu the Everything. He is the chief of most Aldmeri pantheons. Most Altmeri and Bosmeri claim direct descent from Auri-El. In his only known moment of weakness, he agreed to take his part in the creation of the mortal plane, that act which forever sundered the Elves from the spirit worlds of eternity. To make up for it, Auri-El led the original Aldmer against the armies of Lorkhan in mythic times, vanquishing that tyrant and establishing the first kingdoms of the Aldmer, Altmora and Old Ehlnofey. He then ascended to heaven in full observance of his followers so that they might learn the steps needed to escape the mortal plane.

    Y'ffre (God of the Forest):
    Most important deity of the Bosmeri pantheon. While Auri-El the Time Dragon might be the king of the gods, the Bosmer revere Y'ffre as the spirit of "the now." According to the Wood Elves, after the creation of the mortal plane everything was in chaos. The first mortals were turning into plants and animals and back again. Then Y'ffre transformed himself into the first of the Ehlnofey, or "Earth Bones." After these laws of nature were established, mortals had a semblance of safety in the new world, because they could finally understand it. Y'ffre is sometimes called the Storyteller, for the lessons he taught the first Bosmer. Some Bosmer still possess the knowledge of the chaos times, which they can use to great effect (the Wild Hunt).

    Arkay (God of the Cycle of Life and Death):
    Arkay is the god of burials and funeral rites, and is sometimes associated with the seasons. His priests are staunch opponents of necromancy and all forms of the undead. It is said that Arkay did not exist before the world was created by the gods under Lorkhan's supervision/urging/trickery. Therefore, he is sometimes called the Mortals' God.

    Xarxes:
    Xarxes is the god of ancestry and secret knowledge. He began as a scribe to Auri-El, and has kept track of all Aldmeri accomplishments, large and small, since the beginning of time. He created his wife, Oghma, from his favorite moments in history.

    Mara (Goddess of Love):
    Nearly universal goddess. Origins started in mythic times as a fertility goddess. She is sometimes associated with Nir of the "Anuad," the female principle of the cosmos that gave birth to creation. For the Bosmer, she is the wife of Auri-El.

    Stendarr (God of Mercy):
    God of compassion and righteous rule. In early Aldmeri legends, Stendarr is the apologist of Men.

    Z'en (God of Toil):
    Bosmeri god of payment in kind, which includes both just remuneration and retribution. Studies indicate origins in both Argonian and Akaviri mythologies, perhaps introduced into Valenwood by Kothringi sailors. Ostensibly an agriculture deity, Z'en sometimes proves to be an entity of a much higher cosmic order.

    Baan Dar (The Bandit God):
    Trickster spirit of thieves and beggars borrowed from the Khajiit.


    Additional Deities with Significant Bosmeri Cults:

    Herma-Mora (The Woodland Man):
    Malicious trickster spirit (another one!) whose Bosmeri cultists say is not to be confused with the Daedra Hermaeus Mora. (Others deride this assertion.)

    Jone and Jode (Little Moon God and Big Moon God):
    Aldmeri gods of the Moons, they are spirits of fortune, both good and bad.

    Hircine (The Huntsman, Father of Manbeasts):
    Master of the Great Hunt and lord of all lycanthropes. Worshipers of Hircine are not as ruthless as those who worship other Daedra; they always give their prey at least a small chance to escape.

    Lorkhan (The Missing God):
    This Creator-Trickster-Tester deity is in every Tamrielic mythic tradition. His most popular name is the Aldmeri "Lorkhan," or Doom Drum. He convinced or contrived the Original Spirits to bring about the creation of the mortal plane, upsetting the status quo—much like his father Padomay had introduced instability into the universe in the Beginning Place. After the world is materialized, Lorkhan is separated from his divine center, sometimes involuntarily, and wanders the creation of the et'Ada. He and his metaphysical placement in the "scheme of things" is interpreted a variety of ways. To the Elves, he is the most unholy of all higher powers, as he forever broke their connection to the spirit plane. In the legends, he is almost always an enemy of the Aldmer and, therefore, a hero of early Mankind.



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    Firstly, thank you for sticking with me so far! I know that religion section is huge, but there's a lot to cover. Luckily I've pulled it into spoiler tabs so I hope it wasn't too long to read!

    There's a few things I would like to mention at this point that I don't think need to be involved in the previous two sections, but are definitely worth note as a Roleplayer in ESO.

    1. OOC and IC differentiation! This is something that's REALLY REALLY REALLY important in RP but I won't give it a whole part because it is something that you will learn a lot about just by being involved in RP and RP guilds. Any good RPer lets a little bit of their Out-Of-Character self slip into the characters they play/RP but a good RPer knows to not let the two lines blur! It's very easy, especially at the start of your RPing days, to let yourself get upset by things that happen In-Character and let that dictate what you do in RP and in real life, but I warn you now, don't fall down that rabbit-hole! RP that happens is just that. RP. It's not real, it's a fun pastime/hobby and it's great fun when it's going well, but there are definitely going to be days where the RP isn't very good and/or bad things are going to happen to your character, so my advice here is treat RP like watching a movie! You write the screenplay, you craft the story, but what happens to the characters you have is no more effecting to you than watching your favourite character in say.. Game of Thrones or whatever, have things happen to them. Remember that!
    2. Have fun! Hang out with your friends and enjoy the RP experience together! I have made many friends through the RP I've done in the last five-six years and it's a great way to connect people around the world. People can be cruel and say RP is for nerds and weirdos but at the end of the day, if you're having fun then who cares what other people think?
    3. There are a lot of games out there that you can RP in. Don't limit yourself to just ESO and at the same time don't let my guide just refer to how to RP in ESO, but in other games too. Sure, the bits about lore don't apply over different games, but the ettiquette, attire and other general tips still apply.

    With that said, let's continue to the next section!


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    Now this might be a bit of a controversial section to go into, but as a supernatural RPer myself I would like to share this with you all, not only because I know I'm not the only person out there who loves to RP this stuff, but because also with the release of Greymoor there is bound to be more interest in this than there was before. I want everyone who reads this to remember that there is A LOT of variety in the supernatural RP community, not everyone is great at it, and not everyone is bad at it. Different RP guilds and groups take different approaches to supernatural RP and therefore you should go out and make your own opinions rather than rely on the word of others. Experience is everything!



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    A vampire is a preternatural being, commonly believed to be a reanimated corpse, which consumes the blood of sleeping persons at night, thralls, and other victims. The vampires of Tamriel are undead, diseased persons who are hated, hunted, and misunderstood by the living. Whether they consider themselves cursed or blessed, or whether they have given into their animalistic instincts or have sought to rid the world of the disease, vampires are nonetheless considered abominations. Though it's possible for a vampire to find a cure, knowledge of how to do so has been suppressed in many places due to the fear that it would encourage people to deliberately infect themselves.

    The vampire is one of the most powerful and feared of all the undead. While they are typically incredibly fast, gifted mages, and unnaturally strong, fear of vampires is abnormally great due to their ability to infect others, a fate often described as worse than death. Distrust and chaos can potentially bring down entire settlements should just one vampire infiltrate the populace. Vampires spread by giving mortals diseases such as Porphyric Hemophilia, Sanguinare Vampiris, and Noxiphilic Sanguivoria. Vampires tend to be organized into many different clans; in fact, there are over a hundred distinct kinds of vampire in Tamriel.

    The daedric prince Molag Bal, whose sphere is the domination and enslavement of mortals, is widely known as the “father” to all vampire kin, as he was the one to originally create the vampiric disease(s). This does not mean that all vampires worship Molag Bal, but its undeniable that the vampire origin started with this very daedric prince.


    Note:
    It also is worth noting that the following descriptions apply more towards roleplay, as the game mechanics cause different strains of vampirism to be the chosen vampirism of the game (depending on which Elder Scrolls game you play). In ESO's case, Lamae Bal's line, otherwise known as Noxiphilic Sanguivoria, is the in game vampire skill, but that doesn't mean you're limited to roleplaying only vampires from that bloodline!


    GENERAL STRENGTHS AND WEAKNESSES OF VAMPIRES
    To start out, it’s quite important to write the normal strengths and weaknesses for all vampires.

    REMEMBER: If a bloodline is more magic focused rather than physical focused, their physical strengths are likely to be not be as prominent as they could be in other bloodlines.
    E.g. a strain that is more prominent in dealing elemental damage will likely not be as physically strong as someone from a bloodline with a focus towards physical strength.

    They are as follows:

    Strengths
    - Enhanced strength, agility and health regeneration.
    - Immortality, they do not age (but can still be killed by violent means).
    - A supernatural resistance towards all normal weaponry besides silver.
    - The removal of the need to breath.
    - No longer needing food or drink by regular standards. Replaced instead by an intolerable desire for the consumption of blood.
    - Immunity to both poison and disease.
    - The ability to infect others with their own bloodline.
    - Higher sneaking and magical capabilities.

    Weaknesses
    - Some form of weakness towards the sun.
    - Immense weakness to fire that is matched only by sunlight.
    - Disfigurement, some bloodlines appear more monstrous than others.
    - Widespread hatred across the entirety of Tamriel, and the threat of being killed on sight in most places, especially in Morrowind.
    - They are undead; their bodies are as dead and cold as a corpse. Which means all vampires also are detectable through detect undead spells.
    - The need to feed on blood from others, if they do not they will either go berserk and lose control over themselves, or go into a comatose.
    - Their souls are owned by Molag Bal, and will go to Coldharbour upon death.

    These are the general benefits and weaknesses vampires get upon being sired, regardless of their bloodline.

    Below I shall list the types of vampirism strains that are known in Tamriel.

    DAUGHTERS OF COLDHARBOUR
    When talking about vampires, it’s very important to mention what is considered some of the most powerful, and high-ranked vampires in Tamriel’s history.

    Women who have been *** by Molag Bal, and survived the horrifying ordeal will be granted a droplet of blood from Molag Bal himself. This very blood infects their body with one of the many vampiric diseases. Molag Bal is then known to leave them to die, but only so they can rise as Daughters of Coldharbour. This far we know of three Daughters of Coldharbour, the first of which is Lamae Beolfag, but better known as Lamae Bal, who is the first ever vampire to be created in Tamriel’s history.

    The documented Daughters of Coldharbour we know of:
    - Lamae Beolfag/Lamae Bal (Elder Scrolls Online and the lore book: Opusculus Lamae Bal ta Mezzamortie)
    - Valerica (Skyrim, Dawnguard expansion)
    - Serana (Skyrim, Dawnguard expansion)

    PURE BLOOD VAMPIRES
    While it’s important to note that the Daughters of Coldharbour are also pure-blooded vampires, few mortal men have been granted vampirism directly from Molag Bal himself, by tons of sacrifices and faithful devotion. These are just pure-blooded vampires, and not the unique Daughters of Coldharbour.

    While the degradation of the vampire bloodlines is not documented in Tamriel’s history, it’s widely believed that the vampire disease degrades through generation to generation, becoming weaker, and granting the vampire less power. This is hinted at by Lord Harkon, who was made a pure-blooded vampire through the sacrifices of a thousand men, and giving his wife and child, Valerica and Serana to pleasure Molag Bal. In return, Molag Bal granted Lord Harkon the same pure-blooded vampirism as his wife and child had received.

    NOXIPHILIC SANGUIVORIA
    Noxiphilic Sanguivoria is first vampire bloodline in Tamriel’s history. The Progenitor of this bloodline is Lamae Bal, who is also known as the Blood Matron to her fellow kindred. Noxiphilic Sanguivoria, interestingly enough, is the only bloodline without any form of weakness to the sun. Instead, these vampires’ abilities are simply enhanced at night. This bloodline can sneak faster, turn into a mere mist and even summon a swarm of bats to aid them. The bloodline seems to completely lack any social powers, like vampiric seduction. However, it’s worth noting that Lamae claims that her kin are living amongst the mortals as nobles, so it’s only fair to assume that the bloodline can hide themselves well enough in mortal society.

    VOLKIHAR/SANGUINARE VAMPIRIS
    Lord Harkon, Serana and Valerica are known as the progenitors of Sanguinare Vampiris. While the pure-blooded vampires of this particular disease are known to be members of the Volkihar clan, that does not mean all are, as the disease has been spread widely across Skyrim. Vampires of Sanguinare Vampiris are not strongly harmed by direct sunlight, but are weakened by it. They cannot regenerate, and will find themselves severely weakened in stamina, magicka and healthy prowess. They possess the ability to reanimate the dead to fight alongside them, see better in the dark, seducing and tricking the minds of mortals and even the ability to turn invisible to the naked eye. Some of the older vampires in this bloodline have found themselves with greater disfigurement as well, and the first and second generation vampires can even utilize the powers of the mighty Vampire-Lord form.

    CYRODIIL VAMPYRUM ORDER/PORPHYRIC HEMOPHILIA
    While the progenitor of this bloodline is not certain, this bloodline honours two patrons, Molag Bal and Clavicus Vile. This bloodline in particular is known to be well hidden amongst the mortal men and women, and is also the dominant vampire bloodline in Cyrodiil. They owe their social capabilities to Clavicus Vile, as it was he who made them withstand the sun, and allow them to walk amongst men and women unnoticed. These vampires are able to see better in the dark, seducing and tricking the minds of mortals, putting weak-willed mortals into instant fear, and turning invisible. Whilst well-fed within a twenty-four hour period, these vampires can walk unharmed in the sun, and look entirely normal like their mortal self. But after the twenty-four hour mark passes, these vampires will start to burn in the sun, and start to attain many of the vampire’s typical visual features, like red eyes and paler skin. They are also known to oppose any other vampiric bloodline.

    QUARRA/PORPHYRIC HEMOPHILIA
    This vampire bloodline is known to fear nothing, and they are also considered to be physically stronger than most other bloodlines. While little is actually known about them, they burn in the sun regardless of being well-fed or not, and are unable to regenerate health through other means that by the use of Vampire’s Touch, which drains health through magical means from the victim. They are known to exist on Vvardenfell. Due to the uncertainty of the Quarra bloodlines origin point, and it's first known member (Volrina Quarra) being mortal as of the Elder Scrolls Online period, choosing this bloodline to play should be done carefully. It would also not be known as the 'Quarra' bloodline at this time, and probably referred to unspecifically.

    BERNE/PORPHYRIC HEMOPHILIA
    This vampire bloodline is known to be sneakier and better predators in the night than other bloodlines. They are very agile, and they are even said to be invisible in shadows and supernaturally gifted in unarmed combat. While little else is known about them, they are unable to regenerate health from other means but Vampire’s Touch, which drains the life from the victim, and they also burn immediately from the suns touch. They are known to exist on Vvardenfell.

    AUNDAE/PORPHYRIC HEMOPHILIA
    A bloodline solely consisting of Altmer, these vampires are greatly gifted in the arts of magic, and the manipulation of the darker powers of the mind. While little is known about them, just like the Berne and Quarra bloodlines, these vampires burns immediately from the sun’s touch, and cannot regenerate health from other means than Vampire’s Touch. They are known to exist on Vvardenfell.

    WHET-FANG
    While little is known about this bloodline, it’s one that thrives in the region of Black Marsh. These vampires in particular are well known for capturing their victims alive, and putting them into a magicka-induced coma, so the vampire can feed on them whenever they like.

    ANTHOTIS
    Little is known about them, besides that they have shown superior intellect in comparison to other bloodlines. They also appear in Hammerfell.

    GARLYTHI
    The only notable power of this bloodline is their ability to shield themselves magically. The bloodline appears to be found in the province of High Rock.

    HAARVENU
    This bloodline is particularly gifted in elemental damage, from the Destruction school of magic. Little else is known, besides that they reside in High Rock.

    KHULARI
    A bloodline operating in Hammerfell, this bloodline is gifted with the ability to easily paralyze their prey, through means which are unknown.

    LYREZI
    This bloodline can be found in the province of High Rock, and are able to turn invisible and silence their enemies with ease.

    MONTALION
    These vampires are gifted with the ability to cure paralysis, and are able to teleport. Yet again, this bloodline can be found in the province of High Rock.

    SELENU
    This bloodline has found themselves resistant to elemental damage. They also appear in the region of Hammerfell.

    THRAFEY
    The Thrafey have found themselves as greater healers, with their natural ability to heal damaged tissue. Besides that, little else is known, beyond that they can be found in the province of High Rock.

    VRASETH
    The Vraseth are quicker and more agile than most other bloodlines. Yet again, these vampires can be found in the province of High Rock.

    BONSAMU
    The Bonsamu bloodline is hard to detect, and therefore has an easier time being disguised in mortal society. In fact, the only method to reveal their vampiric existence is to hold a candlelight up to their eyes, as that will reveal their true nature. These can be found in the province of Valenwood.

    KEERILTH
    The only notable ability of this clan is their ability to turn into a mist, possibly similar to the Noxiphilic Sanguivoria. The Keerilth bloodline can be found in the province of Valenwood.

    YEKEF
    The Yekef are known for swallowing their prey whole. Besides that, they are known to live in the region of Valenwood.

    TELBOTH
    While little is known about the Telboth bloodline, they are known for one specific trait, to kidnap children, only to take the childrens place in their families, and then slaughter the entire family. While the reason for it is unknown, the bloodline can be found in the province of Valenwood.


    These are the only known bloodlines in Tamriel’s history. However, it is mentioned that there are over one-hundred different vampire bloodlines, so crafting up your own is possible. Just remember to keep it “realistic” and true to the lore.



    15.png

    Lore Source: https://en.uesp.net/wiki/Lore:Lycanthropy

    Lycanthropy is a supernatural condition that causes a person to transform into a were-creature: an unnatural crossing between a beast and their original species. Originally created by the Daedric Prince Hircine, it has been called a disease, a curse, and a blessing. Lycanthropy is contagious, and not selective about who it afflicts; most mortal races are susceptible to it.

    There are several known strains of this condition, most of which are specific to certain regions of Tamriel. However, the most common strain—which causes the afflicted to turn into werewolves—is known to occur across the whole of the continent. Strictly speaking, the word "lycanthrope" originally referred only to this strain, but it has long been used to refer to anyone who undergoes a similar beast transformation.

    Lycanthropy, like vampirism, is a Daedric-borne supernatural disease that greatly alters its host and grants unique abilities. Lycanthropy was originally created by Hircine, who bestows it as a "blessing" upon devotees and great hunters. Followers of Hircine can also ritually bestow this blessing upon others, and can even replace vampirism with lycanthropy (the two conditions are apparently mutually exclusive).

    Unlike Molag Bal, Hircine maintains an active role in his creations' existence, as he has been known to personally enhance favored lycanthropes with increased abilities and rewards some with items of power, such as the ring of Hircine which allows a lycanthrope to control his or her transformations. Hircine has even been approached or summoned by packs of werewolves to appoint a pack leader, thus serving as an advisor and an important figure amongst lycanthropes.


    GENERAL STRENGTHS AND WEAKNESSES OF WEREBEASTS

    Strengths
    - Enhanced strength, agility and health regeneration.
    - Longevity. They can live at least 100+ years beyond their races usual limitations.
    - Slowed aging. It has been suggested that werebeasts age slower than normal once they reach maturity, and can remain physically at that age for well beyond natural limitations.
    - A supernatural resistance towards all normal weaponry besides silver.
    - The ability to transform into a beastial figure, in which increases their strength and speed but so does increase their weakness to silver and poison.
    - Immune to disease.
    - The ability to infect others with their own curseform.

    Weaknesses
    - Extreme weakness to poison and silver.
    - Lack of control in early months of condition, emotional states likely to trigger transformation and could result in mass genocide of surrounding population.
    - Immense pain during transformation.
    - Disfigurement, during transformation and in their beastial form they are nothing alike in appearance to their 'normal' selves.
    - Widespread hatred across the entirety of Tamriel, and the threat of being killed on sight in most places, especially in Morrowind.
    - Their souls are owned by Hircine, and will go to the Hunting Grounds upon death.
    Lycanthropy_Types.png

    Contracting Lycanthropy
    Lycanthropy is also a contagious condition. Close contact with a were-creature can transmit a special disease, which progresses to full-blown lycanthropy within a few days (if untreated). For instance, Sanies Lupinus can be contracted from werewolves, and over time will convert the afflicted into a werewolf. Transmission seems to be brought about through being wounded via the claws or teeth of were-creature, however since most victims are killed, transmission occurs less commonly out of a controlled circumstances.

    Drinking a were-creature's blood is a much more potent means of transmission; it immediately converts the drinker into a lycanthrope. The first transformation occurs within moments, and is unusually intense.

    Finally, there are a few rare families in which lycanthropy is a hereditary condition. It can remain dormant for generations, only to spontaneously reassert itself in later descendants.



    16.png

    With the part of roleplay that covers Supernaturals, we must also discuss the proverbial elephant in the room when it comes to playing one: Hunters.

    As of ESO there are very few active hunter groups at present (though with Greymoor we may see more information on that front, if so, I will update this guide appropriately). Organisations such as "the Vigilants of Stendarr" and the "Dawnguard" do not yet exist in the time period ESO is set in.

    However as there are RP guilds that cover supernatural RP, so are there RP guilds and RPers in general who oppose it on not just an OOC standpoint but an IC one as well. When it comes to interacting with a supernatural character in the general RP public, rather than just with supernatural RP guilds, you should bare in mind that there is a lot of debate on how you would be detected, what does and doesn't work against them and so on and so forth.

    I could quote several Q&A's people have done on the matter, or refer to my own standpoint, but I think it's best left with this:
    The debate regarding supernaturals and their RP has been an debate in most RP communities for as long as I've been a part of the ESO RP community. People have a variety of opinions and a variety of sources they refer to when discussing both Supernaturals, Hunters and the like, to which there is no one solid answer. My intention with this guide as a whole is to inform you of the written facts in lore, and make them easy to read and understand when I refer to them. It is not my place to interpret solid lore sources for you. You alone decide what you think is and isn't accurate regarding supernatural RP and therefore I implore you to go out and experience it for yourself if you wish to pass judgement on it, as I would for any RP genre; be it nobility, common day-to-day, mercenary etc.
    Yes I give my opinion and my take on the approach to Roleplay, but that is backed up by my years of experience and with the opinions and help of various other RPers in the ESO community, but with lore, I think it best to leave it's interpretations to another discussion thread.


    17.png



    So with that, concludes my Beginners Guide to Roleplay and The Elder Scrolls Online.

    Firstly, I want to thank everyone who read it and made it this far. It's long, I know, but I wanted to cover as much as I could in this without it boring you to death and this is by far the condensed version in comparison to the hours of online reading you could otherwise subject yourself to. I hope this has been interesting/helpful to at least some of you, and if you like it then I please ask you comment or show your approval of it in some manner or form. Your opinions are great to hear!

    Secondly, I want to wish you the best of luck with regards to your ESO RP experience, and hope that you enjoy it! Get involved with ESO RP is not for everyone, but if you find some joy in it then that's what matters.

    That's it folks! This is where I leave you!
    I hope this has been fun, educational and not too ranty or rambly, and that you came away having learnt something new!

    Good luck!
    Edited by Sanguiness130 on November 21, 2021 12:50PM
    SANGUINESS
    [EU Server - @Sanguiness ]
    RPer and Lore Geek
  • Rukia541
    Rukia541
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    Woah
  • Wildx1337
    Wildx1337
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    Thank you so much! The part about religions of Tamriel was probably the most interesting part because you have summarised everything that was needed to know that would normally take ages to even find in TES' wiki
  • LukosCreyden
    LukosCreyden
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    Excellent write-up. I hope some folk who are new to the Elder Scrolls universe finds this,
    Struggling to find a new class to call home.Please send help.
  • Sanguiness130
    Sanguiness130
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    Thank you! I hope so too! I am glad you three enjoy it, it means a lot that it is at least interesting/helpful to a few! :smile:
    SANGUINESS
    [EU Server - @Sanguiness ]
    RPer and Lore Geek
  • Aendruu
    Aendruu
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    @Sanguiness130 This is a fantastic effort... thank you, ceruval!
    "So, drinking is a sacrament to Y'ffre... because it's his way of reminding us not to take things too seriously... You know how the other Elves are. Altmer have their crystal towers, and that's how they want to be — cold and perfect. And Dunmer are just like their Red Mountain — smouldering and dark. We just want to have a drink and not worry about it."
    - Regring the Spinner
  • Sanguiness130
    Sanguiness130
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    Thank you @Aendruu ! It's lovely to hear that the guide is helpful to others :smile:
    SANGUINESS
    [EU Server - @Sanguiness ]
    RPer and Lore Geek
  • butterrum222
    butterrum222
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    I favorited this because it looks interesting. No way I’m going to be able to read it all right now
  • Sanguiness130
    Sanguiness130
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    Haha no worries @butterrum222 it's a big bit of text but it covers all the need to know so best take it slow :lol:
    SANGUINESS
    [EU Server - @Sanguiness ]
    RPer and Lore Geek
  • Sanguiness130
    Sanguiness130
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    Is there anything else people think this guide should cover? Would love to hear some thoughts.
    Edited by Sanguiness130 on June 29, 2020 1:41AM
    SANGUINESS
    [EU Server - @Sanguiness ]
    RPer and Lore Geek
  • Sanguiness130
    Sanguiness130
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    Just popping in again to ask if there's anything people think should be added to this guide?
    SANGUINESS
    [EU Server - @Sanguiness ]
    RPer and Lore Geek
  • Ratzkifal
    Ratzkifal
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    So much info... ARGH! I think it would be good if you could hide some parts in spoilers so everyone can skip faster to the stuff they are most interested in or have an easier time navigating this post. I am reading through it all and take notes as I go.

    Section 1
    Part 1
    • After reading the whole thing, I am coming back to this to add that it is worth mentioning about the Dunmer that most of them belong to one of the five Great Houses or an Ashlander tribe. They don't need to be explained themselves here but wanting to start roleplaying as a Dunmer means reading up on the Great Houses (or Ashlanders) as their affiliation will most likely be an important part of their character's life and names can already determine your affiliation if not careful.
    • The first thing I noticed is the Orcish lifespan. As I understand it, Orcs have lifespans similar to the other elves but choose to die sooner because at an old and frail age they are of little use to their clan so before that happens they seek out a "good death". This is very common among them as most of them consider magic to be for cowards, which could otherwise prolong their life or keep them useful even at an old age.
    • The Khajiit explanation should probably include that Khajiit come in "furstocks", although I suppose we as players can only really play one right now (or two, if you own the right cosmetics on a Bosmer).
    • It should be noted on the Argonians that they are not clean-cut reptilians as they dislike dry places and prefer water, like amphibians. They can also breathe underwater.
    • I would not include Maormer among the playable races and put them separately, unless we include Reachmen as well.
    • It should be mentioned somewhere here that "Dwarfs" used to exist in this world but they are a kind of elf as it is something a lot of people misunderstand. The reason they are called "Dwarves" is unclear even to the people of Tamriel but it is speculated to be a comparison to the giants. Their elven - and more appropriate - name is Dwemer, translating to "deep folk" but actually meaning "deep elves" with -mer referring to them being elves. They have all vanished but the circumstances of their disappearance is one of the biggest mysteries of the world as it happened instantly everywhere at once, leaving their underground cities empty.

    Part 2
    • I would include a map of Tamriel on that post somewhere so it's easier to understand how it all fits together. Sure, you can see one ingame, but maybe someone is checking the forums before making their character or something. It would help in any case.
    • For the Pact it is worth mentioning that Nords, Argonians and Dunmer all have factions among themselves that did not join the Pact and are considered independent, which could negatively influence the disposition of more patriotic characters within RP, if not chosen carefully.
    • For the Dominion I think it would be appropriate to mention that the Bosmer and Khajiit joined the Dominion after the Altmer helped them rebuild after the Knahaten Flu devastated their lands.
    Section 2
    Part 5
    • Coming back to this, the very basics of the creation myth and cosmology should be explained here. Before Mundus was created there were original spirits. One original spirit (Lorkhan, Shor, Sheor, Lorkhaj) tricked the others into creating Mundus. The process of creation would inevitably tie these original spirits to their creation and weaken or even kill them, which led to a lot of them fleeing before it was too late. As they escaped they punched holes into the dark firmament which are called stars, the largest of which was the sun made by Magnus, the god of magic. Through these holes shines the light of Aetherius and magicka enters the world. The original spirits that created the world are called Aedra (translates to "our ancestors") while those who refused to partake in creation are called Daedra ("not our ancestors"). Here it is also worth mentioning that the Dunmer understand the word Daedra as "our better ancestors".
    • Including Jyggalag is a bit odd as he doesn't really exist at the current time and isn't really known by most people within Tamriel, even scholars. Since this is a beginners guide I don't think he is worth mentioning. Anyone who is interested in Jyggalag is already so deep in the lore that they can hardly be considered beginners anymore by the time they learned enough to roleplay as Jyggalag worshippers.
    • Explaining Julianos through Jhunal turns the order in which the religions are explained a bit upsidedown. You don't need to know who Jhunal is to explain Julianos, but explaining Jhunal after having established Julianos already is easier. Conversely if you explain Jhunal first, explaining Julianos later is easier.
    • Same with Zenithar and Z'en. It's better to keep things in order and not explain these things too fast. Z'en doesn't need to be explained until Zenithar already has (that is, if you choose to start with the Imperial pantheon).
    • Stendarr is the same too. The nordic "origins" are not important as they need to be called into question. The Stendarr is a separate god from his Nordic equivalent for the matter of this explanation.
    • Explaining Magnus without mentioning that he is/made the sun is a crime!
    • Casually mentioning Aedra without mentioning that Aedra are the divines that took part in the creation while the Daedra are those who didn't is confusing to people new to the lore.
    • Explaining Almalexia with the not-yet-established Auri-El doesn't work.
    • Explaining Forebear gods at a different point than Crown gods or Imperial gods makes little sense.
    • I don't think "S'rendarr is the apologist of men" in early Aldmeri legends because he doesn't appear in early Aldmeri legends :P
    • Khenarthi is a "she" I think. Would be surprised if Kynareth, Kyne and Tava are all female but Khenarthi isn't.
    • Explaining Lorkhaj and Namiira like that doesn't do them justice. It needs to be mentioned that Namiira seeks to corrupt the Khajiit by exposing them to the heartbeat of Lorkhaj and the Bent Dance to turn them into Dro-M'athra.
    • On the Nordic Pantheon
      • The nordic pantheon started with animal totem worship, which at the time of ESO is in decline but still has its followers. Every Nordic god corresponds to an animal totem and is often still associated with that animal.
        • Shor is the fox.
        • Kyne is the hawk.
        • Mara is the wolf.
        • Dibella is the moth.
        • Jhunal is the owl.
        • Stuhn is the whale.
        • Orkey is the snake.
        • Alduin is the dragon.
        • Tsun is the bear.
      • Tsun is also most likely a variation of Zenithar.
      • Shor is also a dead god. Kyne is the head of the pantheon.
      • Another noteworthy Nord god is Arkay which was brought in by the Imperials and is starting to take hold within Skyrim
      • Alduin is also more comparable to Auri-El than Akatosh as both Auri-El and Alduin are portrayed as enemies of mankind while Akatosh is portrayed as a father god to the Imperials.
    Section 3
    Part 1
    • It should be explained that vampirism is most commonly unlike the way vampirism is handled by the game. The game treats our vampirism like we are of Lamae's bloodline, which means that the alterations that only apply to her bloodline don't represent how most vampire bloodlines experience the curse. In detail this means that
      • regular vampires strengthen their vampiric powers by starving themselves of blood but become more monsterous in turn, while those of Lamae's bloodline get stronger from feeding.
      • for regular vampires being starved of blood for too long will lead to insanity but not in death, while for us it results in getting weaker, possibly to the point of death(?)
      • however for both regular and Lamae vampirism the ability to recover from inflicted wounds is the lowest when at their most monsterous (so when well-fed for Lamae and starved for regulars=
    • When explaining vampire bloodlines and clans, it is a good time to mention the clan's special abilities. Vampires of the Volkihar clan are able to phase their bodies through ice without breaking it. This wasn't shown in TESV but is mentioned in a book about vampire clans.
    • Anudae and Berne are also Vvardenfell clans, which should be mentioned as it implies a setting.

    Edit: This only took me like 10 hours with interruptions to slowly write up xD
    Edited by Ratzkifal on July 19, 2020 9:53PM
    This Bosmer was tortured to death. There is nothing left to be done.
  • Sanguiness130
    Sanguiness130
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    @Ratzkifal wow! Thank you so much for the in depth notes! I am honoured that you took so long to read through and come up with some advice for me :smile: there are some things I will be changing in the guide in the next couple of weeks with quite a lot of these changes in mind. However the thing I probably won't be changing so much is the religion section, as I didn't feel the need to go majorly in depth there, if people want to go really into the religions they're more than welcome to, however this is just meant to give a rather brief oversight with basic explanations of what they're about.
    SANGUINESS
    [EU Server - @Sanguiness ]
    RPer and Lore Geek
  • Ratzkifal
    Ratzkifal
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    Glad I could be of help!
    This Bosmer was tortured to death. There is nothing left to be done.
  • ZOS_Adrikoth
    ZOS_Adrikoth
    admin
    Really awesome thread, great contributions @Sanguiness130 and @Ratzkifal :)
    The Elder Scrolls Online - ZeniMax Online Studios
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  • Sanguiness130
    Sanguiness130
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    Thank you @ZOS_Adrikoth it took a lot to put together so I'm really glad that you like it :smiley:
    SANGUINESS
    [EU Server - @Sanguiness ]
    RPer and Lore Geek
  • Sanguiness130
    Sanguiness130
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    Some changes have been made, including adding spoiler tabs and images that help reference certain points of the guide. Please let me know your thoughts, I hope this is helpful to anyone who finds it :smile:
    SANGUINESS
    [EU Server - @Sanguiness ]
    RPer and Lore Geek
  • Sanguiness130
    Sanguiness130
    ✭✭✭
    Some further tidying up, updates and additions have been made. I would love to hear more about what everyone thinks on it! Any recommendations? Anything else you guys would like me to cover? Let me know!
    SANGUINESS
    [EU Server - @Sanguiness ]
    RPer and Lore Geek
  • Athan1
    Athan1
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    Wow this work is amazing, thanks! This game is much more fun if you rp, instead of focusing on dps and bis.
    Athan Atticus Imperial Templar of Shezarr
  • Sanguiness130
    Sanguiness130
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    Thank you @Athan1 !
    I absolutely agree, PvE and PvP can only get you so far in a game in my opinion, RP makes it all the more fun! If you want any help finding hub guilds or anything just give me a poke, I can recommend a bunch on the EU server.
    SANGUINESS
    [EU Server - @Sanguiness ]
    RPer and Lore Geek
  • BisDasBlutGefriert
    BisDasBlutGefriert
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    My gosh, this is INSANE! You’re INSANE! Hahaha! thank you so much for taking the time to write this up!!

    I’ve been playing since 2015; but just recently wanted to start the world of RPing. This is an excellent guide! Thanks again!
    ~There’s a positive in every negative. Sometimes the positive is harder to find than other times, but there is ALWAYS one there~
  • Sanguiness130
    Sanguiness130
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    @BisDasBlutGefriert hahaha thank you so much! I am glad you like it! And yes, I'm probably a little bit insane for trying to put this together :lol:
    I hope you enjoy your time in RP, and if you're on the EU server I can recommend a bunch of hub guilds and where to find them should you need them. Have fun and good luck to you!
    SANGUINESS
    [EU Server - @Sanguiness ]
    RPer and Lore Geek
  • Aendruu
    Aendruu
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    @Sanguiness130, this post is much like a fine Altmeri wine: it improves over time!
    Anything else you guys would like me to cover? Let me know!
    I'd be very much obliged if you could include information regarding the Psijic Order and the Old Ways.
    "So, drinking is a sacrament to Y'ffre... because it's his way of reminding us not to take things too seriously... You know how the other Elves are. Altmer have their crystal towers, and that's how they want to be — cold and perfect. And Dunmer are just like their Red Mountain — smouldering and dark. We just want to have a drink and not worry about it."
    - Regring the Spinner
  • Sanguiness130
    Sanguiness130
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    Aendruu wrote: »
    @Sanguiness130, this post is much like a fine Altmeri wine: it improves over time!
    Anything else you guys would like me to cover? Let me know!
    I'd be very much obliged if you could include information regarding the Psijic Order and the Old Ways.

    I can definitely cover a bit about the Psijic Order but what do you mean about the "Old Ways"?
    Also please bare in mind this is supposed to be a Beginners Guide so it will not cover things in depth, only provide basic information to give new RPers important information.
    SANGUINESS
    [EU Server - @Sanguiness ]
    RPer and Lore Geek
  • Aendruu
    Aendruu
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    Also please bare in mind this is supposed to be a Beginners Guide so it will not cover things in depth, only provide basic information to give new RPers important information.
    Yes, of course. My apologies... there's no need to complicate things by including guilds.

    (P.S. The Old Ways/Elder Way is the mystic philosophy practised by the Psijics.)

    "So, drinking is a sacrament to Y'ffre... because it's his way of reminding us not to take things too seriously... You know how the other Elves are. Altmer have their crystal towers, and that's how they want to be — cold and perfect. And Dunmer are just like their Red Mountain — smouldering and dark. We just want to have a drink and not worry about it."
    - Regring the Spinner
  • Sanguiness130
    Sanguiness130
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    Aendruu wrote: »
    Also please bare in mind this is supposed to be a Beginners Guide so it will not cover things in depth, only provide basic information to give new RPers important information.
    Yes, of course. My apologies... there's no need to complicate things by including guilds.

    (P.S. The Old Ways/Elder Way is the mystic philosophy practised by the Psijics.)

    Ahh of course. Yeah, I agree they're very interesting and well worth the read but I think with the guide supposed to be focusing around knowledge for beginners it might complicate to involve the Psijics and whatnot. I may at a later point add information about the Mages Guild and Fighters Guild as they are rather prominent throughout the game, however since they have their stories explained in the actual game as well I am not sure if that would be too much to go into again.
    There is also the Companions, and Dark Brotherhood, Thieves Guilds, and all manner of organisations which I suppose I could go into but again I feel that because most of these have DLC's that focus on them (save the Companions but they are touched on in TES:V Skyrim) that going into them again might be a little excessive.

    So you can see my dilemma here, I think, when there's a lot that I could at least go into briefly to give context but with so much in the games also covered I'm not sure if it would be a good idea.
    However, there is also the possibility of me doing a more "advanced" guide to Elder Scrolls lore and RP within it, going in depth into RP techniques and do's and don't's as well as extra lore that would be interesting to cover.

    Of course this would take a bit of time, but if people would be interested in it then I would do it.
    SANGUINESS
    [EU Server - @Sanguiness ]
    RPer and Lore Geek
  • Aendruu
    Aendruu
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    Ahh of course. Yeah, I agree they're very interesting and well worth the read but I think with the guide supposed to be focusing around knowledge for beginners it might complicate to involve the Psijics and whatnot. I may at a later point add information about the Mages Guild and Fighters Guild as they are rather prominent throughout the game, however since they have their stories explained in the actual game as well I am not sure if that would be too much to go into again.
    There is also the Companions, and Dark Brotherhood, Thieves Guilds, and all manner of organisations which I suppose I could go into but again I feel that because most of these have DLC's that focus on them (save the Companions but they are touched on in TES:V Skyrim) that going into them again might be a little excessive.

    So you can see my dilemma here, I think, when there's a lot that I could at least go into briefly to give context but with so much in the games also covered I'm not sure if it would be a good idea.
    I absolutely agree that a beginners guide shouldn't be overly complicated; after all, you're wanting to encourage new RPers, not overwhelm them! Besides, the Unofficial Elder Scrolls Pages and the Imperial Library are excellent resources for anyone who wishes to delve deeper into the lore.
    However, there is also the possibility of me doing a more "advanced" guide to Elder Scrolls lore and RP within it, going in depth into RP techniques and do's and don't's as well as extra lore that would be interesting to cover.

    Of course this would take a bit of time, but if people would be interested in it then I would do it.
    If you could find the time for such a large project, that would be wonderful! (And extremely useful for newbies like myself.) Nevertheless, I'm extremely grateful for what you've compiled here, and we all appreciate the time and effort you've put into it already. Thank you!

    May the Empyrean Light of Aetherius forever light your path.
    "So, drinking is a sacrament to Y'ffre... because it's his way of reminding us not to take things too seriously... You know how the other Elves are. Altmer have their crystal towers, and that's how they want to be — cold and perfect. And Dunmer are just like their Red Mountain — smouldering and dark. We just want to have a drink and not worry about it."
    - Regring the Spinner
  • Sanguiness130
    Sanguiness130
    ✭✭✭
    Aendruu wrote: »
    I absolutely agree that a beginners guide shouldn't be overly complicated; after all, you're wanting to encourage new RPers, not overwhelm them! Besides, the Unofficial Elder Scrolls Pages and the Imperial Library are excellent resources for anyone who wishes to delve deeper into the lore.

    Aye, exactly. I am hoping to link a few more helpful pages and websites where I can but due to real life I've not had much time lately, but those are two sources I plan on linking and giving information about somewhere in the kind when I next do some organising in it.


    Aendruu wrote: »
    If you could find the time for such a large project, that would be wonderful! (And extremely useful for newbies like myself.) Nevertheless, I'm extremely grateful for what you've compiled here, and we all appreciate the time and effort you've put into it already. Thank you!

    Thank you as well :smiley: it's because people read and have a use for this that inspires me to add more and I will begin putting together an Advanced Guide once I get the time to. I hope you enjoy your ESO and RP experience!
    Edited by Sanguiness130 on August 17, 2020 5:05PM
    SANGUINESS
    [EU Server - @Sanguiness ]
    RPer and Lore Geek
  • Sanguiness130
    Sanguiness130
    ✭✭✭
    So since I have a bit more time on my hands, is there any more of this that people want to see? Any more topics that you think a "Beginners Guide" should cover?

    Also, what are people's thoughts on me doing an "Advanced Guide" in similar format, going deeper in depth with the lore and history of Tamriel, as well as the organisations that have a place in it?

    Let's discuss!
    SANGUINESS
    [EU Server - @Sanguiness ]
    RPer and Lore Geek
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