recursal/Fanatic-Fandom huggingface dataset:
RazzaSCraft Master Content List

* Mossy Dirt
* Mossy Gravel

*Nether Soil*

*End Soil*

	+ Allows entities to see in the darkness and negates the warden's Darkness Effect.
* Poison Healing
	+ Heals and protects the entity from poison.
* Warmth Effect
	+ Protects the entity from the effects of packed snow.

### Harmful Effects

* Shock Effect
	+ This effect is harmful to any entities not immune to shock.

## Enchantments

### Armor Enchantments

* Silvery Barbs
	+ An alternative to Thorn Enchantment, this enchantment would burn the undead mobs whenever they touch the wearer.

### Tool Enchantments

* Ore Smelting Enchantment
	+ Smelts ore blocks' raw metallic materials into their respective ingot forms, smelting stone to retain their original block (instead of cobbled forms (alternative to silk touch)) and receive XP nuggets as well.

## Runes

Runes are multi-use items in which its effects can be preformed in-world while in curios slot, inventory, and/or placed as rune blocks in world. Each runes have a set amount of tier levels that gives bonus to its effect.

* Tier 1 Runes are the most cheapest, using at least 1 mana to initiate and the most fragile rune of them all.
* Tier 2 Runes are usually

### Beneficial Runes

* Air Rune
	+ Air rune can be used to create endless air supply while underwater.
* Discordia Rune
	+ Discordia rune can be set to create discord between established entities. Can be set to specific mob (Passive/Neutral/Aggressive) or a collection of mob.
* Earth Rune
	+ The rune of Earth is a beneficial rune that helps convert lifeless dirt into grass block, and accelerate crop growth.
* Rune of Villager Curing
* Ward of the Undead
	+ This ward rune creates an AOE that wards off undead mobs.
* Water Rune
	+ Water rune hydrates farmlands even in nether.

### Neutral Runes

* Darkness Rune
	+ An rune that simulates the warden's Darkness Effect in given radius. Dark-sight Effect negates this.
* Day Rune
	+ A rune that can turn night into day. Can only be used in Overworld-like dimensions.
* Night Rune
	+ A rune that can turn day into night. Can only be used in Overworld-like dimensions.

### Harmful Runes

* Fire Rune
	+ The Fire Rune is a destructive rune.
* Soul-fyre Rune
	+ The Soul-fyre rune only targets specific mobs and burns them whenever they get too close.
Weapons

* About: When a mob is hit by a spectral arrow, the mob will phase through blocks and fall into the void.
### Melee:

		- Battleaxe
		- War-axe
		- Bone Dagger
	+ Hammer (Weapons):
		- War-hammers
		- Chef's Knife (Metal variants)
		- Cutting Knife (Metal variants)
	+ Khopesh - Featured in ArcaCraft 1.14 and up. (Metal Variants)
	+ Longsword - Only in dev environment.
	+ Short Sword (Vanilla-like):
		- Bone Sword
	+ Special:
		- Reaver's Cleaver
	+ Sword-batons - Featured 1.12.2 and up.
		- Sword-batons can deflect arrows and blocking parry damages. Does not deflect explosion damage.
* Blunted:
	+ Bat
	+ Club

### Thrown:

	+ About: Throwing Rocks are an throwable item and a crafting material. Comes in several stone variants as well (such as Andesite, Diorite, Granite, etc.)
Minerals

* All minerals can be broken down for their elements.

	+ Beryllium, Aluminum, Silicon, Oxygen, and Chromium (With chances of Vanadium)
* Mohs: 7.75

### Feldspar

	+ Potassium, Aluminum, Silicon, Oxygen, Sodium, and Calcium
* Mohs: 6

### Fyrite

* About:
	+ Fyrite is an Tier X mineral found only in two places and only naturally-occurring in the elemental Fire Dimension.
* Tier: X (Celestial)
* Elements: ???, Manganese, Hydrogen, and Unknown Element
* Mohs:

### Olivenite

* Elements:
	+ Copper, Arsenic, Oxygen, and Hydrogen
Attacking Moves

There are several moves in Slime Conquest. All having different types and being either a physical or a special move! Each move also has it's own attack pattern, there are 31 total current attack patterns in the game that a move can have!

**List Of Current Moves:**

* Basic Moves
* Boulder Moves
* Combat Moves
* Drake Moves
* Earth Moves
* Flame Moves
* Insect Moves
* Lightning Moves
* Magic Moves
* Metal Moves
* Nature Moves
* Phantom Moves
* Pixie Moves
* Shadow Moves
* Sky Moves
* Snow Moves
* Toxic Moves
* Wave Moves
RazzaSCraft Items - Consumables

Consumables:

		- Bacon-strips (Raw/Cooked) - obtained by cutting raw porkchop with any knife.
	+ Pies:
		- Apple Pie
		- Fireberry Pie - Provides temporary Warmth Effect when eaten.
		- Haziberry Pie
		- Sweet Berry Pie
* Meats:
	+ All meat has raw and cooked variants.
		- Villager Meat is an unique foodstuff that only drops whenever a villager is killed with Reaver's Cleaver. Makes players nauseous unless wearing full Reaver Armor Set.
	+ Bacon-Potato Soup
	+ Beef Stew
	+ Chicken Stew
	+ Pork Stew
	+ Potato Soup
	+ Vegetable Soup
* Special:
	+ Enchanted Golden Apple ("Notch Apple") - now can be crafted.
	+ Villager Bites - Candy
### Potions:

* Potion of Bad Luck
* Potion of Good Luck
Arenthi

## Description

Reaper’s March estranged the Arenthi from their kin, as it forced many exemptions to the Green Pact, just to endure constant warfare with the Khajiit and Colovians. Nevertheless the Arenthi are a steadfast lot, risking life and limb to retain their ancestral lands and rallying against bold warlords and heroic fighters to prevail time and again. They are known among their kin as a crafty and unconventional folk, always thinking outside the box and forsaking traditions that would hinder them.
RazzaSCraft Wiki

**Welcome to the RazzaSCraft Wiki!**
RazzaSCraft is a mod that started as an hobby with 1.11, and has been worked on and off ever since. The mod is inspired by many sources from games like D&D, Elder Scrolls, to mods for Minrcraft like Azaznor's Thaumcraft.

This mod is intended to fill in gaps that RazzaS felt was missing from the game or to bring in contents that appeared in their dreams.

At its present state, the development of RazzaSCraft mod is in closed-source development stage. There are experimental closed-alpha stage mods shared between friends for testing purposes.

* 1.11.2 - ArcanumCraft-1.11.2.0.1.125 (The first mod iteration that eventually inspired this mod). Halted in favor to newer versions.
* 1.19.2 - Active development stages under RazzaSCraft name.
	+ Closed-source Development: RazzaSCraft-1.19.2-0.7.199-dev
	+ Closed-alpha Version: RazzaSCraft-1.19.2-0.7.082-alpha
* From 1.20 onwards, RazzaSCraft is split into several Addon Mods that works together.
* 1.20.1 - Active development
	+ Closed-source Development: RazzaSCraft-1.20.1-0.8.018-dev
	+ Closed-alpha Version: RazzaSCraft-1.20.1-0.8.005-alpha
	+ List of RazzaSCraft Addons:
		- RSC Biomes
		- RSC Futurism
			* Futurisic Road Lighting, and Etc.
		- RSC Modern
			* AC Units, Rooftop units, Pipes, Road Signs, Road Paint, Road Blocks, and more!
		- RSC Nature
		- RSC Steampunk
		- RSC Victorian
* Fabric (Planned to be worked on after RazzaSCraft forge is released as public-beta version):None

We're a collaborative community website about RazzaSCraft

* Blocks & Items
	+ RazzaSCraft Blocks
	+ RazzaSCraft Items
* Magic & Runes
	+ RazzaSCraft Effects
	+ RazzaSCraft Enchantments
	+ RazzaSCraft Magic
	+ RazzaSCraft Runes
* Entities
	+ RazzaSCraft Entities
* Player/Entity Capabilities:
	+ RazzaSCraft Capabilities
* Structures
	+ RazzaSCraft Structures
* Biomes
	+ RazzaSCraft Biomes
* Dimensions
	+ RazzaSCraft Dimensions
## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial ItemAmber

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

### Cauldron Potion Making

Before potion stands were implemented, potion brewing required an empty bottle, your choice of ingredient, and a cauldron with water in it. You would throw the ingredient in the Cauldron and it would turn to another color then you would right-click with the bottle and that would create the potion.

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Duraki

## Description

   A Nedic tribe that resided in Craglorn, the Duraki met their end when the Anka-Ra, led by Virmaril the Betrayer, defeated the Nedic High King Durac and the rest of the Council of Nedic Kings. After this defeat, they have been driven off the region by the rest of the Yokudan forces, and most of their legacy and culture has been thought lost to time...

## Dead Culture

Duraki starts as a Dead Culture but can be revived with the decision "Found a new culture in Craglorn", or the equivalent decision for any of their Nativity Regions. The requirements to found a Culture in Craglorn are; Have the **Scholar** trait, have a Level of Fame of **Exalted among Men (4)** or above, have a **Kingdom Rank** title or higher, **completely control the Craglorn** Nativity Region, and have **at least one County in Craglorn be a Culture of North Nedic Heritage**.

Upon taking the decision Duraki will no longer be considered dead and can be spread by North Nedic Cultures, and all counties in your realm in the Craglorn Nativity Region will convert to Duraki.

If your Capital is in Craglorn; Yourself, all Courtiers of your Dynasty, and your Capital *(even if not North Nedic)* will also convert to Duraki.
Cult of Hermaeus Mora

## **Description**

Honouring the Demon of Knowledge, the followers of Hermaeus Mora are known to always try to solve the hidden mysteries of the world. There is no book, no scroll, no legend, that will be kept out of their grasp.

## **Tenets**

**Veneration of Knowledge**

**Esotericism**

**Literalism**

## **Virtues & Sins**

###### **Virtues**

* Chaste
* Calm
* Patient
* Astute Intellectual
* Mastermind Philosopher
* Scholar
* Wise Man 1-3

###### **Sins**

* Lustful
* Wrathful
* Impatient
Strident

## Description

   The inhabitants of the Strident Coast differ from the broad Colovian population by virtue of their naval-minded prowess, hardened by constant clashes against Redguard pirates, Maormer raiders and the Altmer navy. Avid traders and privateers themselves, the Strident have constructed the great bastions of Anvil and Stirk, launching sites of countless Imperial armadas, including the famous All-Flags Navy responsible for the sinking of Thras around 1E 2260.
Chuzei

## Description

Representing perhaps the most orthodox among the people of the Great Houses, though not necessarily the most traditional, the Chuzei are those among the Dunmer whose lives and fates are most closely aligned with the Tribunal Temple, and whose culture is downstream from its teachings and institutions. The Chuzei are descended from the subjects of the first Dunmeri kings of Mournhold, and are now overwhelmingly oathmen to House Indoril, as they once swore fealty to Indoril kings. Still others call none their masters but the Tribunal themselves, and live entirely within the confines of the Temple.
Green Pact

## **Description**

The Green Pact is a sacred set of rules given to the Bosmer people by Y’ffre the Storyteller in ancient times to help them live in harmony with the forest. Its laws are simple: “Do not harm the forests of Valenwood. Do not eat anything made from plant life. Eat only meat. When you conquer your enemies, eat their flesh. Do not kill wastefully. Do not take on the shape of beasts”.

## **Tenets**

**The Green Pact**
* Attrition taken in Jungle: -25%
* Advantage in Jungle: +5
* Attrition taken in Forest: -25%
**Pastoral Isolation**
* Characters and Counties may sometimes reconvert back to this Faith if lead astray
* Characters, but not Counties are more willing to be converted away from this Faith
* Different Faith Liege opinion: +10%
**Religious Law**
* Condemned vassals are considered Criminals and may have their titles revoked
* Law Costs: -10%

## **Patrons**

**Mara**
**Stendarr**
**Auri-El**
**Y'ffre**
**Xarxes**
**Xen**
**Baan Daar**

## **Virtues & Sins**

###### **Virtues**

* Temperate
* Gregarious
* Just
* Fickle

###### **Sins**

* Gluttonous
* Shy
* Arbitrary
* Stubborn
High Kingdom of Skyrim

**Skyrim** is one of the 9 Provinces and De Jure High Kingdoms of the continent of Tamriel. It is the northernmost region of Tamriel, and is cold and mountainous. It also contains the island of Solstheim and the Eastern Reach.

Skyrim takes the name **Falmereth** when held by Ayleids and Falmer; **Marwyr** when held by Reachfolk; and **Skrum** when held by Goblins.

The Province is primarily home to the Nords, who are divided into the Westholders, Eastmarchers, and Cyrodiil-influenced Cyro-Nords on the mainland, with the Skaal of Solstheim being a related group of shared Atmoran heritage. The Reach is home to the Nedic Reachfolk, who have resisted domination by the Nords. The Province has also seen a migration of Mountain Orcs in Falcreath after the fall of Orsinium.

Most Nords follow the Nordic Pantheon, a member of the Council of the Eight along with the Imperial Cult of Cyrodiil, Redguard Creed of Hammerfell, and Breton Rite of High Rock, which reveres a pantheon of Aedric Divines along with the Missing God, who is known as Shor among the Nords. Many Nords still revere the Atmoran Totems from their homeland of Atmora, and others worship the Dragons in the Dragon Cult. The Skaal of Solstheim revere one God known as the All-Maker. The Reachfolk follow a multitude of religions, but all are united by their shared devotion to the Spirits of the Reach, and thus do not hold any religious hostility towards each other. The Mountain Orcs in Falcreath follow the Code of Malacath, a set of a set of unwritten rules which instructs Orcs on how to deal with matters of honor and vengeance, but also covers daily life, given to them by the Daedric Prince Malacath.

After the assassination of High King Logrolf in 2E 431, a dispute over the succession resulted in Skyrim's division into two High Kingdoms. It began when Jarl Svartr of Solitude challenged the legitimacy of Logrolf's heir, Freydis, and a Moot was convened. Although Freydis was accepted by the Crown of Verity, a magical artifact crafted to test the worthiness of potential rulers of Skyrim, and named High Queen in Windhelm, a partial Moot held in Solitude declared Svartr to be High King. From then on, Skyrim was divided into two: **Eastern Skyrim** and **Western Skyrim**. The Rulers of these High Kingdoms may choose to accept the division through a Decision and split the de jure territory of the High Kingdom of Skyrim into two.

The Reachfolk of Skyrim may also form a separate High Kingdom of the Reach by uniting all territories historically considered part of the Reach in Skyrim, High Rock, and Hammerfell.
High Kingdom of Yokuda

**Yokuda** was a continent to the West of Tamriel, of which only remnants remain in the form of an archipelago. It is a High Kingdom title.

The province is primarily home to the remnants of the Yokudan people, most of whom fled to Hammerfell and became the Crowns, Forebears, Abeceans, and Alik'r. The North is inhabited by the Horsemen, and there are pockets of Goblins throughout the continent.
Salaboiche

## Description

The Salaboiche culture crystallized under the cross-cultural exchange sustained over generations with the Summerset Isles. It produced distinctly urban Bosmer who may answer to Jephre - or even Auri-El - rather than Yffre, and shun tribal raiding in favour of sea trade and privateering. There are fruitful trade connections between Auridon and the Cape of the Blue Divide, some even blossoming into familial ties as fledgling merchants take root into the native lineages.
Adamantine Auri-El

## **Description**

Born out of necessity due to the diverse population of High Rock, the adherents to the Adamantine Rites have a much more acceptive view of those who do not share their faith or their customs. While keeping a certain high view of themselves, they do not proclaim to be the sole legitimate people of Tamriel, and are ready to rule and exist with those despised by their cousins on Alinor.

## **Tenets**

**Path to Alaxon**
* Increase law costs by +10% for each Sin a ruler has
* Vassals and Counties are less likely to join Factions against a Virtuous ruler
* Vassals and Counties are more likely to join Factions against a Sinful ruler
* Electors under elective Succession types are more likely to vote for the choice of their Liege if their Liege is Just
**Tax Nonbelievers**
* Domain Taxes (Different Faith) +20%
* Levy Reinforcement Rate (Same Faith) +25%
**Ancestor Worship**
* Prestige from Level of Splendor when getting married: +100%
* Maximum Long Reign opinion bonus: +50%
* Characters of this faith gain an additional bonus upon successful completion of a pilgrimage

## **Patrons**

**Mara**
**Auri-El**
**Jephre**
**Magnus**
**Phynaster**
**Syrabane**
**Trinimac**
**Xarxes**
**Xen**

## **Virtues & Sins**

###### **Virtues**

* Generous
* Diligent
* Honest
* Just

###### **Sins**

* Greedy
* Lazy
* Deceitful
* Arbitrary
* Follower of Shezarr
High Kingdom of High Rock

**High Rock** is one of the Provinces and High Kingdoms of the continent of Tamriel. Made up of rugged highland strongholds and isolated valley settlements, its geography has 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. It also contains the Western part of the region known as the Reach, and the Wrothgarian Mountains in its Northeast have historically housed the Orcish Kingdom of Orsinium.

High Rock takes the name **Hiauroche** when held by Galen and **Hraggarok** when held by Goblins.

The Province is primarily home to the Bretons or Manmer, who are divided among the Glenumbrans, Northmen, Iliacs, and Bjoule. The Bretons are an unusual race as they are the product of miscegenation between the Nedic Druids of Galen and Altmer of Balfiera. This is due to the historic domination of the region by the Direnni family of Balfiera, which is home to the Balfieri Elves along with the coasts surrounding it. The Reach is home to the Reachfolk, who are a Nedic people who also live in the Kingdom of the Reach in Skyrim. The Wrothgarian Mountains are home to the Mountain Orcs, whose power and numbers have decreased since the fall of Orsinium in 2E 431. There also exists a small population of Yokudan Horseman in eastern Shornhelm.

The Bretons primarily follow the Breton Rite, a Nedic-Nordic faith that is part of the Council of the Eight along with the Imperial Cult of Cyrodiil, Nordic Pantheon of Skyrim, and Redguard Creed of Hammerfell. The Mountain Orcs follow the Code of Malacath, a set of a set of unwritten rules which instructs Orcs on how to deal with matters of honor and vengeance, but also covers daily life, given to them by the Daedric Prince Malacath. The Reachfolk follow a multitude of religions, but all are united by their shared devotion to the Spirits of the Reach, and thus do not hold any religious hostility towards each other. The Reachfolk who devote themselves to the Daedric Prince Malacath live in peace with Orcs, but consider themselves to be Malacath's chosen people instead of Orcs.

The Reachfolk of High Rock may also form a separate High Kingdom of the Reach by uniting all territories historically considered part of the Reach in Skyrim, High Rock, and Hammerfell.
Code of Malacath

## **Description**

Malacath is the god-king of the orcs. He is the Sworn Oath and Bloody Curse, and his domain is conflict, anguish, and broken promises. All orcs who follow Malacath live by his Code. It prescribes respect for smiths, demands vengeance for slights against one's honor, and holds that death in battle is the most honorable way for an orc to die.

## **Tenets**

**Contempt for the Weak**
* Rulers with high Prowess skill may pay Prestige to claim Titles held by other rulers. The higher the difference in Prowess between rulers, the lower the cost.
* For each point of Prowess, rulers get: +2% Levy Size and Reinforcement Rate, -2% Men-at-arms maintenance, +1 Vassal, Courtier, and Guest opinion, +0.1 Monthly County Control. (Rulers with less than 8 Prowess will instead receive penalties.)

**Unrelenting Faith**
* Prowess: +4

**Code of Malacath**
* Increase law costs by +10% for each Sin a ruler has
* Vassals and Counties are less likely to join Factions against a Virtuous ruler
* Vassals and Counties are more likely to join Factions against a Sinful ruler
* Electors under elective Succession types are more likely to vote for the choice of their Liege if their Liege is Just
* Certain Might Makes Right Level of Fame requirements can be fulfilled with Level of Devotion and paid with Piety in place of Prestige

## **Virtues & Sins**

###### **Virtues**

* Wrathful
* Brave
* Just
* Vengeful
* Hale
* Strong
* Robust
* Herculean

###### **Sins**

* Deceitful
* Craven
* Arbitrary
* Forgiving
* Delicate
* Weak
* Frail
* Feeble
Cult of Sheogorath

## **Description**

Devoted to the Sovereign of the Shivering Isles, the Sheogorath Cultists revere their master in his most basic form. Sharing the philosophy seeing the world as an essentially chaotic and dangerous place, they have the utmost respect for those who embrace the inherent incoherence of the mortal condition.

## **Tenets**

**Radical Detachment**
**Thriving in Chaos**
**Last Pilgrimage to the Asylums**

## **Virtues & Sins**

###### **Virtues**

* Gregarious
* Arbitrary
* Fickle
* Lunatic

###### **Sins**

* Shy
* Just
* Stubborn
Glenmoril Wyrd

## **Description**

The nature-witches of the Glenmoril Wyrd are dedicated to Hircine. Their powerful magic is known to cure vampirism and lycanthropy, which puts them at odds with other worshippers of the Daedric Prince of the Hunt, who consider lycanthropy as a blessing.

## **Tenets**

**Sacred Witches**

**Pastoral Isolation**
* Characters and Counties may sometimes reconvert back to this Faith if lead astray
* Characters, but not Counties are more willing to be converted away from this Faith
* Different Faith Liege opinion: +10%
**Sanctity of Nature**
* Popular opinion: +5
* Attrition taken in Jungle, Forest, Taiga: -25%

## **Patrons**

**Hircine**

## **Virtues & Sins**

###### **Virtues**

* Generous
* Diligent
* Honest
* Witch

###### **Sins**

* Greedy
* Deceitful
* Sadistic
Ixtaxh-thtithil-meht

## **Description**

In ancient times, Argonians feared and revered a version of Sithis called Ixtaxh-thtithil-meht (meaning 'The Exact-Egg-Cracker') as a god of Death who required endless sacrifices to keep him from ending the world. They feared change so much that in order to ensure they would be remembered eternally, they built huge stone temples in honour of him, known as Xanmeers, which still dot the landscape of Black Marsh all these centuries later.

## **Tenets**

**Shunatei**
* Stress Loss: -25%
**Human Sacrifice**
**Sacred Lies**

## **Virtues & Sins**

###### **Virtues**

* Impatient
* Deceitful
* Paranoid
* Callous
* Sadistic

###### **Sins**

* Honest
* Compassionate
* Forgiving
Ideal Masters

## **Description**

Long ago in the Merethic Era, a powerful cabal of necromancers discovered a way to discard their mortal bodies and transform into beings of pure soul-energy, and with their newfound abilities carve out a realm for themselves somewhere within Oblivion. These are the Ideal Masters. Ruling from the Soul Cairn, these godlike entities often reach out and bargain with mortal sorcerers, granting power and arcane knowledge in exchange for souls.

## **Tenets**

**Veneration of Knowledge**

**Mastery over Undeath**

**Human Sacrifice**
* Grants the Raid For Captives Casus Belli against neighbouring realms.

## **Virtues & Sins**

###### **Virtues**

* Arrogant
* Ambitious
* Callous
* Astute Intellectual
* Mastermind Philosopher
* Necromancer
* Lich

###### **Sins**

* Content
* Compassionate
* Forgiving
Vinedusk Exemptions

## **Description**

The Green Pact; the sacred set of laws followed by Bosmer to help them live in harmony with nature, is observed very differently among the people of Northeast Valenwood than anywhere else. Though they still hold great reverence for the forest, years of conflict in the Colovian and Elsweyr borderlands has caused the relaxation or even abandonment of rules concerning ritual cannibalism and non-felling of trees. Though some would brand the Vinedusk as merely heretical bandits, many Bosmer see them in a positive light for holding the line against foreign raids, and thus helping the forest in their own way.

## **Tenets**

**Unrelenting Faith**
* Prowess: +4
**Pastoral Isolation**
* Characters and Counties may sometimes reconvert back to this Faith if lead astray
* Characters, but not Counties are more willing to be converted away from this Faith
* Different Faith Liege opinion: +10%
**Ritual Hospitality**
* Piety per Powerful Vassal on the Council: +0.3/month

## **Patrons**

**Mara**
**Stendarr**
**Auri-El**
**Y'ffre**
**Xarxes**
**Xen**
**Baan Daar**

## **Virtues & Sins**

###### **Virtues**

* Generous
* Gregarious
* Just
* Fickle

###### **Sins**

* Shy
* Arbitrary
* Callous
* Stubborn
Riekr

## Description

   The Riekr are white-skinned Goblin-Ken present around Wrothgar which are related to the Rieklings of Solstheim. They are magically gifted in ice magic. Prospective mages have to undergo a special ritual to earn back their place in the tribe. They can then enjoy a lofty status among the tribesmen.
Artifacts

Elder Kings 2 adds a number of new artifacts to the existing CK3 artifact system, including unique ones relevant in lore such as Daedric artifacts as well as generic ones which simply relate to the world of Nirn.

**Artifacts**

* Unique Artifacts
* Generic Artifacts
* Daedric Artifacts

**Inventory Artifacts**

* Headgear
* Weapons
* Regalia
* Armor
* Trinkets

**Court Artifacts**

* Books
* Furniture
* Large Wall Ornaments
* Small Wall Ornaments
* Pedestal Items
* Thrones
Traits

Template:Version

Traits represent a character's personality, abilities, reputation, and physical characteristics. They can be gained or lost through events and some traits can be inherited by descendants. Traits affect everything about a character, from attributes to the opinion others have on them. Most traits influence the outcome of certain events or grant additional options. When using the Ruler Designer, traits have a cost in customization points.
Valerica

Lady Valerica *of Volkihar*

**Inscription:** As her husband struck a deal with Molag Bal, Valerica was also turned into a pure-blooded vampire. But the gruesome ritual and Harkon's method to achive it have estranged her from him, and she now dedicates unlife to her own research of alchemy and the necromantic arts.
Redguard Creed

## **Description**

While more traditionalist Crowns worship the ancient gods brought over from Yokuda, the faith of the Forebears is highly Imperialized. Their pantheon is substantially the same as that of the Imperials and Bretons, with the notable inclusions of Morwha, Tava, Tu'whacca, and Zeht.

## **Tenets**

**Desert Traditions**
* Attrition taken in Desert: -25%
* Advantage in Desert: +5
* Attrition taken in Drylands: -25%
* Advantage in Drylands: +5
* Attrition taken in Desert Hills: -25%

**Communion**
* Characters who have committed Criminal acts may Seek Indulgences from their Head of Faith to gain forgiveness for them instead

**Ancestor Worship**
* Prestige from Level of Splendor when getting married: +100%
* Maximum Long Reign opinion bonus: +50%
* Characters of this faith gain an additional bonus upon successful completion of a pilgrimage
* Close Family Opinion: +5

## **Patrons**

**Akatosh**

**Dibella**

**Julianos**

**Stendarr**

**Morwha**

**Tava**

**Tu'whacca**

**Zeht**

## **Virtues & Sins**

###### **Virtues**

* Generous
* Honest
* Compassionate

###### **Sins**

* Greedy
* Deceitful
* Sadistic
* Follower of Shor
Cult of Heroes

## **Description**

The people of Cyrodiil have many legendary heroes in their history, some of whom are venerated alongside the Eight Divines for their virtues and great deeds. Chief among them are Alessia the Slave-Queen, Pelinal Whitestrake and Morihaus Breath-of-Kyne who in the early First Era overthrew their Ayleid oppressors; founding the First Empire and modern Imperial religion in the process. Apart from these, local heroes, saints and champions of Cyrodiil are constantly added to this malleable and ever-growing mythos of Cyrodiil’s history which can vary wildly depending on the individual or region.

## **Tenets**

**Exalted Heroism**
* Virtues and Sins can be modified by new Saints *(Upon ascending, the new Saint can choose one of their Personality Traits to become a virtue or the opposite of one of their Personality Traits to become a sin. The same trait cannot be chosen by two different Saints)*
* Level of Devotion impact: +50%

**Armed Pilgrimages**
* If no Head of Faith exists adherents gain a bonus to the Convert Faith in County Councillor Task per controlled Holy Site
* Characters of this Faith gain an additional bonus upon successful completion of a Pilgrimage
* Can use Holy Wars against Faiths considered Hostile instead of Evil

**Mendicant Preachers**
* Characters of this faith gain an additional bonus upon successful completion of a pilgrimage

## **Patrons**

**Saint Alessia**

**Pelinal Whitestrake**

**Morihaus Breath-of-Kyne**

**Reman 'Light-of-Man'**

**Bendu Olo**
 (Icon to be added)
**Attrebus**

## **Virtues & Sins (At game start)**

###### **Virtues**

* Temperate
* Brave
* Gregarious
* Ambitious

###### **Sins**

* Gluttonous
* Humble
* Cynical
Lilmothiit

## Description

   The Lilmothiit, or simply the fox-folk, are a deeply communal people with large, complicated family trees and a cordial disposition; the needs of the community take priority over the needs of an individual. Their skill with Alchemy and Enchanting is renowned and respected, which is necessary for their prosperity in Black Marsh, a naturally hostile and resource-poor corner of Tamriel. Lilmothiit society is evenly divided between sedentary city-dwellers and Walk-Worm trail-bound nomads with both groups helping the other not merely survive, but thrive in such harsh conditions.
High Velothi

The original faith of Veloth and his followers. The worship of the Three Good Daedra, Azura, Boethiah and Mephala, forced the followers of Veloth to flee the Summerset Isle and start their exodus until they reached their new home, Resdayn. After the ascension of the Tribunal, most chose to revere the ALMSIVI as their new gods. But in far away lands, where the Tribunal has no influence, some say there are still Chimer who preach the word of Veloth...
Lamae

Blood Matron Lamae *of the Blood Scions*

**Inscription:** Once a Nedic priestess of Arkay, Lamae Bal was violated by Molag Bal and turned into the first vampire that ever existed. A powerful figure among her many offspring, she now burns with hatred for both of these gods, one for forsaking her and the other for this abhorrent deed.
Armun-Ani

## Description

   Possessed of a strong entrepreneurial spirit, the Armun-Ani are the stewards of Morrowinds trade networks, both the domestic routes and the few, tightly controlled mercantile relations with outlanders. Native to the fertile and well-watered southwest, the Armun-Ani have expanded their influence east into the Stonefalls, where their cities now serve as markets that ply the wealth of their ancestral lands. House Hlaalu acts as the patron to nearly all families of note among this people, but in Stonefalls, there are those who have cast their lot with the Indoril.
Many-Paths Dance

The Many Paths Dance is a collective term that refers to those ancient Khajiiti beliefs that predate the Riddle'Thar Revelations and hearken back to the Sixteen Kingdoms of ancient Elsweyr. Centered around the arid lands of Anequina and originating from a period of struggle and competition in Khajiiti culture, the Thousand Paths have a martial and stoic bent, and hold notable reverence for dragon-deities like Alkosh and Akha.
Ten Iron Oaths

## **Description**

Once upon a time the Iron Orcs, or ‘Osh Ornim’ in their own language, were a culture of peaceful stone-worshippers - but that all changed when the Nedes attacked. In order to defend themselves, they were forced to dig up the very ground they worshipped, forging tools and weapons to drive the Nedes back out of their homeland. The intense trauma of being forced to mutilate their own gods had a lasting effect on Iron Orc culture, and has resulted in extremely violent hostility against all outsiders who dare enter their lands or violate their ‘10 Iron Oaths’.

## **Tenets**

**Guilt-Ridden**
* Stress Loss: -25%
**Contempt for the Weak**
* Rulers with high Prowess skill may pay Prestige to claim Titles held by other rulers. The higher the difference in Prowess between rulers, the lower the cost.
* For each point of Prowess, rulers get: +2% Levy Size and Reinforcement Rate, -2% Men-at-arms maintenance, +1 Vassal, Courtier, and Guest opinion, +0.1 Monthly County Control. (Rulers with less than 8 Prowess will instead receive penalties.)
**Gruesome Festivals**

## **Virtues & Sins**

###### **Virtues**

* Brave
* Zealous
* Paranoid
* Callous
* Hale
* Strong
* Robust
* Herculean

###### **Sins**

* Cynical
* Compassionate
* Forgiving
* Delicate
* Weak
* Frail
* Feeble
Minotaur Cult

## **Description**

Followed most prominently by the Dreadhorn Clan, the Minotaur Cult worships Hircine in his aspect as the Father of Manbeasts. The see minotaurs as a purer form of lycanthrope, one permanently suspended in that exalted space between man and beast.

## **Tenets**

**Ancestor Worship**
* Prestige from Level of Splendor when getting married: +100%
* Maximum Long Reign opinion bonus: +50%
* Characters of this faith gain an additional bonus upon successful completion of a pilgrimage
**Sanctity of Nature**
* Popular opinion: +5
* Attrition taken in Jungle, Forest, Taiga: -25%
**Warmonger**
* Can use the Conquest Casus Belli without the required Innovations. If the attacker's culture has the required Innovations the Casus Belli required one less Level of Fame or Level of Devotion.
* Members of the Clergy can serve as Commanders or Champions
* Can use Holy Wars against Faiths considered Hostile instead of Evil

## **Patrons**

**Hircine**

## **Virtues & Sins**

###### **Virtues**

* Wrathful
* Brave
* Vengeful

###### **Sins**

* Decietful
* Craven
* Forgiving
Galen

## Description

   A group of Nedes that settled in High Rock long before Ysgramor landed in Skyrim or the Direnni arrived in the region, the Galen are the ancestors of the Breton people. Not much is known from them apart craftiness and talent in the magical arts, which can still be found to this day in the magical skill of most Breton people.
Druadach Cult

## **Description**

The Druadach Mountains are the home of every Reachfolk. But some see in Druadach not only a home, but also a divine father who led their ancestors to this land. Life in the Druadachs can be arduous, but the Druaid are sure that they are protected from the worst whims of Kyne.

## **Tenets**

**Cthonic Redoubts**
* Promote Culture speed in same-Faith mountainous Terrain: +50%
* Hostile Convert Faith in County speed in mountainous Terrain: -50%
* Attrition Taken in Mountains: -50%
* Advantage in Mountains: +5
* Levy size in Mountains: +30%
* Attrition Taken in Desert Mountains: -50%
* Advantage in Desert Mountains: +5
**Ancestor Worship**
* Prestige from Level of Splendor when getting married: +100%
* Maximum Long Reign opinion bonus: +50%
* Characters of this faith gain an additional bonus upon successful completion of a pilgrimage
**Sanctity of Nature**
* Popular opinion: +5
* Attrition taken in Jungle, Forest, Taiga: -25%

## **Virtues & Sins**

###### **Virtues**

* Wrathful
* Brave
* Vengeful
* Giant

###### **Sins**

* Deceitful
* Craven
* Forgiving
Nibenese

## Description

   Defined by their relationship with the great Niben River, the Nibenese are a highly diverse people said to "worship a thousand gods, and perform myriads of rituals". The region of Nibenay is the breadbasket of Cyrodiil, its floodplains supporting the province's great population centres through paddy rice farming and massive irrigation works. Shrouded in jungles, like most of southern Tamriel, the southern reaches of Nibenay are crisscrossed by mighty rivers and lakes. Due to their traditional dominion over the Niben River and its many tributaries, the Nibenese have a penchant for trade. Their vibrant culture, which draws great inspiration from their ancient Ayleid overlords, is marked by demonstrations of spirituality and magicka. Home to city-states that rival those of Colovia, the rulers of Nibenay are known to sponsor arcane scholars and be renowned mages themselves.
Auri-El

## **Description**

The traditional pantheon of the Altmer of Summerset, this faith holds the God of Time Auri-El as King of all the other gods, and ancestor to all the Altmer. After becoming aware of Lorkhan's treachery, Auri-El led the original Aldmer against the Trickster God, creating the first kingdoms of the Aldmer after his victory. The treachery of Lorkhan and their direct link with Auri-El makes this faith see existence on the mortal plane as a curse.

## **Tenets**

**Divine Purity**
* Any child born with at least one parent not sharing the accepted Heritage will be considered Impure
* Characters of this faith gain an additional bonus upon successful completion of a pilgrimage
* Characters suffering from a deformity will suffer a harsh penalty under elective realms
**Path to Alaxon**
* Increase law costs by +10% for each Sin a ruler has
* Vassals and Counties are less likely to join Factions against a Virtuous ruler
* Vassals and Counties are more likely to join Factions against a Sinful ruler
* Electors under elective Succession types are more likely to vote for the choice of their Liege if their Liege is Just
**Ancestor Worship**
* Prestige from Level of Splendor when getting married: +100%
* Maximum Long Reign opinion bonus: +50%
* Characters of this faith gain an additional bonus upon successful completion of a pilgrimage

## **Patrons**

**Mara**
**Auri-El**
**Jephre**
**Magnus**
**Phynaster**
**Syrabane**
**Trinimac**
**Xarxes**
**Xen**

## **Virtues & Sins**

###### **Virtues**

* Generous
* Diligent
* Honest
* Just
* Beautiful
* Genius
* Herculean

###### **Sins**

* Greedy
* Lazy
* Deceitful
* Arbitrary
* Follower of Shezarr

## **Mechanics**

### **Purity**

Auri-El has unique mechanics related to blood purity. Followers with impure bloodlines (bad congenital traits or mixed-race children) will be given a negative trait lowering same faith opinion and Diplomacy.

### **Praxia**

Auri-El also has unique mechanics around 'Praxia' - how closely they follow the laws and traditions of Altmer society, Praxia is raised and lowered through various events and actions, offering various tiers of benefits or negatives.
Falmeri

## Description

   The Falmer trace their lineage to the frigid shores and mountaintops of Skyrim. However, little can be said conclusively about the ways of these enigmatic Mer — the violent Atmoran migrations of the Late Merethic cut the reign of Falmereth short. With most testaments to this civilization thoroughly obliterated by Nords, scholars cherish every little relic pointing to its existence. Travelers and adventurers spread superstitious rumors about these folk, claiming that they hide from Nords to this day in secluded valleys and caves.
Brethren

Almost nothing is known for sure about who or what the ‘Deep Ones’ are, other than that they are a group of entities that live in the caves beneath the town of Hackdirt, and grant prosperity to its inhabitants in exchange for devotion and sacrifice. It would appear that they are led by a ‘Chief of the Deep Ones’, whose words and writings are typically transcribed in Daedric.
Ket-Keptu

## Description

   The Keptu are the sole survivors of the Yokudan Ra'Gada — or warrior waves — that wiped out the native Deathlands Nedes. They are a culture of brave warriors and masterful smiths, but forceful exile to the periphery of civilizations and long centuries of Yokudan rule crippled both their numbers and their pride. Many youths choose to leave Keptu clans in favor of Redguard cities, to become swords for hire, jewelers, sculptors, wood- and metalworkers. Should this remain unchallenged, the Ket-Keptu might dissolve among their ancestral foe entirely.

## Traditions

**Soulbound Defenders** | \*It will be easier to progress in the Conjuration Lifestyle
* Children have a small chance to be born with a Positive Arcana Affinity trait
* The Positive Arcana Affinity Traits give an Opinion bonus with Dynasty members
* Can recruit Deathlands Slayers as Men-at-arms
* Rulers can use Cleanse Abomination War against Undead rulers
* Rulers can use Cleanse Abomination War against Necromancer rulers
**Dryland Dwellers** | * The Desert Agriculture line of Buildings have additional bonuses in Counties of this Culture

All Ket-Keptu Characters:
* Development Growth in Desert (Terrain): **+35%**
* Development Growth in Drylands (Terrain): **+15%**
* Development Growth in Desert Hills (Terrain): **+25%**

All Ket-Keptu Holdings:
* Building Construction Cost in Desert: **-15%**
* Holding Construction Cost in Desert: **-15%**
* Building Construction Cost in Drylands: **-15%**
* Holding Construction Cost in Drylands: **-15%**
* Building Construction Cost in Desert Hills: **-15%**
**Sorcerous Metallurgy** | * It costs more Gold Drakes to sponsor characters of this culture with a Weapon Inspiration
* Characters of this Culture produce higher-quality Artifacts when completing a Weapon Inspiration
* Characters of this Culture gain Piety from the Barracks line of Buildings

All Ket-Keptu Characters:
**Warriors of the Dry** | * The Desert Warrior Commander Trait is more common
* Some Commander Traits and Personality Traits have extra Dry Terrain bonuses
* Gain a Decision to recruit Dry Terrain Commanders

All Ket-Keptu Holdings:
* Supply Limit in Desert: **+25%**
* Levy Size in Desert: **+10%**
* Supply Limit in Drylands: **+25%**
* Levy Size in Drylands: **+10%**
* Supply Limit in Desert Hills: **+25%**
Rimmenese

## Description

   Cyrodiilics roamed the Rim Territories even before the Reman Legions "called upon the bold Rim-Men to vanguard their advance into Elsweyr". Nibenese aristocrats soon scrambled to establish outposts in the pacified hills to trade in Khajiit goods. Tribes turned caravan guards turned retainers with some clever matches. The wealth and religion of the united empire were the dowry of these unions, precipitating the birth of the first Rimmenese. Many generations later, the merchant-lords numerous wars earned them a kingdom and the waxing respect of the Anequinans. The Rimmenese civilization is centered around the trade nexus of Rimmen,  a beacon of prosperity that would awe their destitute ancestors. Not ones to forget their humble beginnings, hospitality is a core value of theirs.
Dwemer Idolatry

## **Description**

An obscure folk belief found in some Reach tribes which settled in or around Dwemer ruins. Contrary to popular scholarship, they believe that the Dwemer were a beneficial precursor people who nurtured and guided the Reachfolk in an ancient era. They value scholarship and wisdom, and believe that one day the Dwemer will return and lead them to a harmonious future.

## **Tenets**

**Veneration of Knowledge**

**Literalism**

**Ancestor Worship**
* Prestige from Level of Splendor when getting married: +100%
* Maximum Long Reign opinion bonus: +50%
* Characters of this faith gain an additional bonus upon successful completion of a pilgrimage
* Close Family Opinion: +5

## **Patrons**

**The Architect**

**The Giant**

**The Lost King**

**The Warrior**

## **Virtues & Sins**

###### **Virtues**

* Wrathful
* Brave
* Vengeful
* Astute Intellectual
* Mastermind Philosopher
* Scholar

###### **Sins**

* Deceitful
* Craven
* Forgiving
Kothringi

## Description

   The largest non-Argonian group living in Black Marsh, the ancestors of the silver-skinned men, the Kothringi, were brought to Cyrodiil by the Ayleids as slaves. Centuries after the fall of the Ayleids, they built long-standing settlements in Black Marsh, but some fear that a coming catastrophe might signal the end of their people...
Silvenari

## Description

Incarnation of the Bosmer's dual nature, Malabal Tor's greatest city hosts the Silvenar and their consort, the Green Lady. Under this twin protection, the wisened and perceptive Silvenari thrive. Even though the wilds are unforgiving, they've learned to navigate the darkwoods and the Broken Coast with ease, and to extend unprecedented hospitality to anyone caught in fate's throes. Valenwood has been the first refuge of many Ayleids fleeing the disorders of their crumbling Imperatum, and the later Alessian pogroms. True to their values, the Silvenari welcomed the Ayleid refugees fleeing the disorders of their crumbling Imperatum despite the starkly alien customs faced by both cultures, and eventually absorbed them into their fold under the guidance and guardianship of the very first Green Lady of Ayleid descent.
Mathmeldi

## Description

Along with the Dynari, the Mathmeldi ( “Home-driven”), form one the two major groups to emerge from the post-Alessian Ayleid Diaspora. Fleeing towards the southwest, they found some refuge in Valenwood, settling in the central regions of the province. The Mathmeldi built a magnificent city called Hectahame (“Home of the Exiles”) as the core of their holdings, but later had to abandon it. Their newest refuge kingdom of Hectaran is firmly entrenched despite being surrounded by hostile Bosmer.
Bookmarked

A list of important characters that you can play and lead:

A

Aine III

Aixnieras

Attrebus

B

Brand-Shei

C

Caius

Cicero

D

Divayth

E

Elendarie V

F

Fabiana

Farwil

Freydis

G

Gallus

Gyron

H

Habais

Harkon

Hidellith

Humilio

I

Isobel

J

K

Kahada

K'avar

L

Lodvar

Lovierus

Lamae ???

M

Maevelle

Madara

Mannimarco

Milos

Morilye

Murahd

N

Nendaer

Nilwen

O

P

Phylandra

Q

R

Rada

Rilis XII

S

Serana

Svartr

T

Talen-Jei

U

V

Valerica

Vanus

Vastarie

Velehk

Vra'seth

W

X

Xir

Y

Yagrum

Yarana

Yashnag gro-Yazgu

Z
Celestial Cult

## **Description**

The Magna-Ge, literally 'Star Orphans,' were those et'Ada who departed Nirn when it became clear that its creation would sap them of their power. Led by Magnus, they fled to Aetherius, tearing holes in the sky which we now know as the stars and the sun. All magic emanates forth from them, and thus their veneration is not unknown amongst mages and scholars.

## **Tenets**

**Monasticism**
**Literalism**
**Astrology**

## **Virtues & Sins**

###### **Virtues**

* Temperate
* Generous
* Diligent
* Honest
* Astute Intellectual
* Mastermind Philosopher
* Scholar

###### **Sins**

* Gluttonous
* Greedy
* Deceitful
* Sadistic
Ashlander

## Description

   The Ashlanders are mostly nomadic dunmer that traditionally dwell in Vvardenfell and, in a minor scale, other Morrowind areas. The split between Ashlanders and other Dunmer happened with the First Council and rise of the Great Houses, which forced them into the poorest and most hostile lands to settle.
Thousand Cults

## **Description**

In areas of the Niben Valley traditional religious beliefs dating to the original Nedes are still present, characterised by diversity and esotericism. With a more idiosyncratic pantheon, diverse esoteric beliefs characterise the Nibenese; including garish costumes, bizarre tapestries, tattoos, brandings, and elaborate ceremonies dedicated to specific Aedra, ancestors, heroes and god-animals.

## **Tenets**

**Adaptive**
* Infidel Vassals are less likely to join Independence and Populist factions
* The size penalty on Fervor Equilibrium is reduced
* Different Faith Liege Opinion: +15

**Esotericism**

**Sanctity of Nature**
* Popular opinion: +5
* Attrition taken in Jungle, Forest, Taiga: -25%
* Advantage in Jungle, Forest, Taiga: +5

## ‎**Patrons**

**Cult of Aka**

**Cult of the Missing**

**Cult of the Land**

**Cult of the Ancestor Moth**

**Cult of the God-Beasts**

**Cult of Love**

**Cult of Guilds**

**Cult of the Heavens**

## **Virtues & Sins**

###### **Virtues**

* Generous
* Honest
* Compassionate
* Wise Man 1-3

###### **Sins**

* Greedy
* Deceitful
* Sadistic