CK2 - Elder Scrolls Conversion

There is already a very good mod called 'Elder Kings' which does this though the mod team has had some difficulties. Also the idea of a total conversion mod for CK2 is one that I would like to ponder but likely lack the skill currently to do. But to have some fun here we go,

## Acknowledgement

First I shall state that I appreciate the Elder Kings mod team for their excellent work and the differences between our works is not a sign that I don't enjoy the mod they have produced. Elder Kings has shown me that the CK2 engine can do so much more than I thought.

## Religions

### Elven Pantheon

* Auri-el - The eight ancestors of the Altmer with a belief that the world is a prison and ascension, or rather a return to divinity as the Altmer believe they where original spirits who became trapped in the world after it was made, is the only means of escape.
* Aylied - The Aylied pantheon consists of ten ancestors and venerated Magnus. Among those the Aylieds considered ancestors was Merid-Nunda, known in most other pantheons as Meridia. Merid-Nunda represented their most sacred element- light. They too believe they where original spirits who became trapped in the mortal world after it's creation.
* Falmer Pantheon - The Falmer recognized only five ancestors. Those being Aur-el of Time, Trinimac the Paragon, Phynaster the Guardian, Syrabane of Magic, and Y'ffre the storyteller and witness of Nature. Other Elven deities where considered 'not our ancestors' causing tension with their southern cousins.

### Daedra Worship

* Cult of Azura - Azura is a Daedric Prince whose sphere is dawn and dusk, the magic in-between realms of twilight, as well as mystery and magic, fate and prophecy, and vanity and egotism. Azura is one of the few Daedra who maintains the appearance of being "good" by mortal standards, and reportedly feels more concern for the well-being of her mortal subjects than other Daedric Princes. It is said she wants their love above all else, and for her worshippers to love themselves; it pains her when they do not. This attitude leads to an extremely devoted following. She is also one of the few Princes who constantly maintains a female image, and is perceived accordingly. In Khajiiti creation myths, Azurah is credited with introducing moon sugar to Khajiit after transforming some of the 'forest people' into the first Khajiit. She is the enemy of Nocturnal who took advantage of Azurah's mercy to steal her key (the Skeleton Key) and of Ebonarm the God of War who was born of Azurah's grief over the death of her mother Fadomai- the darkness.
* Cult of Mehrunes Dagon
* Cult of Malacath
	+ Tirinimac Devotion - Tirinimac lives and Malacath is an imposter who has mislead the Orcish people. We must return to our paragon ways.
* Cult of Mephala
* Cult of Meridia - Meridia's heritage and origins are obscured. The only known accounts of her origins are from the Khajiit who have her as the daughter of Magnus. She was forged from light but Magnus lost in his studies never taught her compassion. She is intelligent but unwise and having knowledge seeks a purpose with which to utilize it. Magnus cast her out of Aetherious after learning that she was speaking with the daedra. This all happened before Lorkhan's demise and upon being ejected from Aehterious she with Molag and Marunes- took part in actions against Lorkhan which lead to his demise. For this Azura threw her into the void and imprisoned her with a series of mirrors until she escaped and found followers among the Aylieds. It was among the Aylieds that she came into conflict with Molag. She is in conflict with Molag Bal now and with Nocturnal who in order to create an everlasting night drained her of her powers during the 2nd era. Meridia's champion sacrificed himself to restore Meridia's power and defeat Nocturnal in that time long gone. Meridia wants her followers to obey, to surrender their will to her as the only way to overcome the darkness of souls. To follower her is to surrender to her will over your own and perhaps become one of the purified. Worshipers can Sacrifice Undead Prisoners to her.
* Cult of Molag Bal
* Cult of Nocturnal
	+ Triad - This cult worships a daedric alliance that has gone by such names as the Court of Bedlam or the Abyssal Cabal. Consisting of Mephala, Clavicus Vile, and Nocturnal this trinity seeks to remake the world. It was founded by Nocturnal, who claims to have been part of the void from which the world was created. Nocturnal is the High God of this triad with Meridia as it's Evil God. Mephala and Clavicus Vile are it's gods.

### Mer-Man Syncretism

* Eight Divines
* Nine Divines

### Human

* Aki'ri - Redguard Pantheon from the sunken continent of Yokuda.
* Illiac Pantheon - Revers Notorgo the Messenger God, Seth of Life, Vigryl of the Sea, Jhim Sei of Music,
* Pantheism - Pantheism is used in the mod to represent an acknowledgement of all gods but a lack of devotion to any of them but rather a willingness to engage them in times of need. Pantheism has no religious head and is typically the result of a cynic or youth exploring spirituality. Pantheist rarely stay Pantheist as the divines vie for their devotion. Pantheists can marry members of any other religion and most heroes from the series (but not all of them) would qualify as Pantheists.

### Duelism

* All-Maker - The Duelistic religion of the Skaal islanders.
* Atak-Kota - An Argonian religion that tells of a struggle between Atak (the roots) and Kota (the serpent) though the religion it's self worships 'The Shadow' who has been associated with 'Sithis' though they also recognize a Forest Spirit who lives in the now. There end of times is Atak and Kota escaping from The Shadow (who devoured them) to continue their war with Kota's hunger devouring the world while The Shadow will hide his adopted children so they may emerge after the end into a new world.

### Monotheism

* Alessian Order - The Alessian Order arouse after the compromise known as the Eight or Nine Divines as a response to the inclusion of Elven gods in the state's pantheon. It's most known for it's 'Seventy-Seven Inflexible Doctrines' such as forebading "trafficke with daimons". The Alessian Order arouse from the teachings of Marukh who claimed to have seen a shade of Alessia who revealed to him that there was only one god. Alessians worship 'The One' and see all other gods as 'daimons'. They see no separation between spiritual and temporal authority and believe the Emperor rules by divine right and to question the Emperor is to question The One. Their strict highly legalistic religion (with such principle as 'all are guilty until proven innocent') eventually lead to a rebellion but only after the order was weakened by schisms in the faith. It was for a very long time the official religion of the Cyrodiilic Empire and even made some progress into Nordic lands.
* Great Mother - The Monotheistic religion of the Lamia revers a Great Mother serpent with the world as her egg. In a way it has some elements of Akir'i which has a great serpent surrounding many worlds instead of an egg. Though that's where the similarities end. The Great Mother is a protective being and the world is precious to her. The 'Hatching' is a foretold moment akin to the 'apotheosis' in other religions as her children emerge from the egg and join her to eventually create worlds of their own to nurture. The religion places a high importance on motherhood and authority is always matrilineal.
* Monotheist - Monotheist believe in one God. Their High God is 'The Creator', 'The Maker'. Their Gods are 'God' and 'The Stewards'. Their Evil Gods are 'Demons'. They have no religious head. In the mod this represents the generic Monotheist.
* Sethiete - Worshipers of Seth whose symbol is an Ankh. Seth's mage priests are a secretive though influential lot who during the 3rd Era had temples throughout Tamriel. Sethiete's are interested in order and chaos, life and death, creation and destruction as a cycle. They are interested in the flow of energy. Due to their insistence on mysticism their holy text is only known to the clergy. Sethiete's, once a very prominent religious group, diminished in numbers after Jarn Than, an Imperial Battlemage who had been a mage-priest of Seth and advisor to the Emperor tried to take the Ruby Throne. Mistrust of Sethietes grew in the time that followed leading to the religion's decline. Sethiete holy sites are Camlorn, Gideon, Ein Meirvale, Silvenar, and Stoneforest. Only men may hold clerical positions in the temples. Sethiete's have their own monastic society known as the Brotherhood of Seth.

### Animism

* Animism - The native religion of Atmora which the Atmorans (who became the Nords) brought with them. The religion places an importance on spirits in the natural world; those of the wolf, bear, and dragon notably with the Dragon being seen as the 'greatest of the spirits'. Some time shortly after arriving in Skyrim a Dragon Cult emerged as the settlers began to seek more and more of the ancient wisdom held by the long lived beings and also their protection in the untamed wilderness. Animists undergo a rite of passage that grants them a totem animal spirit or familiar in some cases.
	+ Dragon Cult
* Hist - The Native Argonian Hist worship.

## Cultures

* Cyrodiilic Group
	+ Clovian
	+ Heartlander
	+ Nibean

## Societies

* House Dagoth
* House Hlaalu
* House Redoran
* House Televani

### Imperial Societies

These societies are tied to the Cyrodiilic Empire and even if their numbers dwindle to none can be reformed by a decision of the Emperor or Empress of the Empire. To join one must reside with in the territory of the Cyrodiilic Empire. They are more open compared to alike societies and can become very powerful in influence. Their ability to be reformed helps them endure.

* Elder Council
* Fighter's Guild
* Mage's Guild

### Adventurer Guilds

These societies are only open to those with the Adventurer trait.

* Adventurers of Orsinium - (See Formable Societies)

### Assassin Societies

* Dark Brotherhood - Their are four ways to join the Dark Brotherhood- you can successfully murder someone and be contacted, you can be the child of a member and inducted OR if you are a worshiper of Sithis you can seek them out. Those are the only four ways to join the Dark Brotherhood and if they try to recruit you and you refuse their agent will try to kill you.
* Morag Tong - To join must be a follower of Mephala.

### Secret Religion Cults and Societies

* Afflicted - The Afflicted are the secret followers of the Cult of Peryte.
* Boethiah's Conspiracy - The secret followers of Boethiah. Any member can mark any other person (even other followers) for assassination.
* Lightbringers - The Lightbringers are the secret follows of the Cult of Meridia.
* Order of the Mythic Dawn - Must Secretly be a member of the Cult of Mehrunes Dagon. The society operates much like any Secret Religion Cult in CK2 except that in the spirit of revolution and change the leader can mark someone of a Baron Tier rank or higher for assassination meaning this Secret Religion Cult can more easily remove those in power who oppose them. The founder of the society will, if the book does not already exist in the world, receive the Mysterium Xarxes (ie if this is the first time the society is founded or the artifact doesn't exist on Mundus).
* Twilight's Prophetics - Secret followers of the Cult of Azura.
* Whispering Shadows - The secret followers of the Cult of Nocturnal. They appear in ESO.

### Thief Societies

* Camonna Tong - To join must be a Dunmer in the region of Morrowind. Operates a bit like the Thieves Guild.
* Shadows of Summerset
* Thief's Guild

### Vampire Societies

* Cyrodiil Vampyrum Order - This secret society of Vampires is joinable if one is a Vampire of any race occupying a court in the region of Cryodiil or a Vampire of a Cyrodiilic race (Ayleid, Imperial, Heartlander, Nibean, or Clovian) who is a member of the Cult of Molag Bal or the Cult of Clovius Vile (in secret or in public to account for the prospect of such worship becoming prominent rather than practiced by a minority). Details on them can be found in the book Manifesto Cyrodiil Vampyrum. They have access to such decisions as 'Search for Rival Vampires' which can lead you to uncover the presence of a non-member Vampire in court to deal with for the Order's supremacy. If there are none in court the decision will 95% of the time result in a message that your territory is secure. 5% of the time however it will generate a random lowborn Vampire. 'Write Dismissive on Vampires' can be done to diminish civil unrest brought about by rumors of Vampires in a county which can lead to Vampire Hunters coming because of those rumors and thus increase the risk of discovery if the effect is not removed.
* Whet-Fang Solidarity - This secret society of Vampires is joinable if one is a Vampire of any race occupying a court in the region of Argonia or a Vampire of an Argonian race (Saxeel, Naga, etc) who has some rank in the Mage education and a landed title granting one access to dungeons. The Whet-Fangs prefer to feed on catatonic captives they harvest for 'red nectar'. This life style allows them to, if they so choose, avoid harming their lawful subjects and because of this they consider themselves civilized vampires. Any prisoner of a Whet-Fang can be punished to a life of perpetual paralysis and a source of nourishment for their captor until they expire. At a certain rank they unlock the 'abduct' interaction.

### Warrior Lodges

* The Companions - From The Elder Scrolls V: Skyrim.

### Witch Societies

Witch societies are the only means of obtaining the Witch specialization. Witch's in Tamriel are females with access to unique magic that derives from their connection to a specific Daedric Prince. They can be considered an extension of a Daedra's clergy or priesthood.

* Witches Conclave - On the 13th of Frost Fall every year the Witche's Festival falls upon the world. This Conclave is dedicated to organizing the festivities and judging the victors of contests. A few mundane travelers may even find themselves as willing or unwilling participants. Any Witch may partake in these festivities regardless of their order and can earn renown in the contests. The high official in this conclave is the Witchmother who has a connection to the patron of the other orders. The Witchmother is respected by the leaders of every other order and her position carries a lot of influence. When the festivals are not happening she or one of the other members of the Conclave will likely be involved in settling disputes between the orders. (from ESO)
* Witches of Hircine (You may think 'Shouldn't this be the Glenmoril Witches?' Well they didn't worship Hircine until ES5 so no. They first appeared in Morrowind's Bloodmoon DLC curing Lycanthropy.)
* Witches of Mephala - Symbolized by a Spider the Witches of Mephala are deceitful and lustful using lies and seduction to manipulate those around them.
* Witches of Namira - This Witch order has a few quirks. Like any witch society a character has to be a female with some level of the mage education to join however to join Namira's order one has to also have some negative hereditary trait associated with appearance or be maimed. One must be a member of the Cult of Namira publicly or in secret. Namira's witches gain the ability to extend their life span by consuming their own children much like the Demon Cultists of base CK2.
* Witches of Peyrite -

### Formable Societies

These are societies that may be formed by decision if certain conditions are met.

* Adventurers of Orsinium - A formable group that can be created by any Trinimacii who has the Adventurer trait and is King of Orsinium, as with any society formation choices you need at least ten potential members. The Adventurers of Orsinium are chiefly involved in the acquisition of wealth through dungeon delving not for themselves but for the Kingdom (and thus the King). They see it as a noble task, bringing wealth into the holy land of the Orcs. Their renown as adventurers and warriors is what they judge themselves by. To join one must be an Orc with the Adventurer trait and a member of the Trinimac religion. They appear in The Elder Scrolls IV: Oblivion.
* Shadowscales Solidarity - A formable Assassin's Guild that can be formed by an Argonian Hist worshiper of the Agent specialization born under the sign of the Shadow IF the Dark Brotherhood doesn't exist.
* Vigilant of Stendarr - To form one must be a worshiper of the Eight or Nine and be of the Witchhunter class with at least a Baron tier title.

## Traits

### Races

#### Man

* Atmoran
* Breton - A race that arouse from Nede and Elven interbreeding, specifically the Aylieds.
* Imperial - Named after the Cyrodiilic Empire as Cyrodiil is the region in which those three inhabit. Imperial couples naturally produce Imperial offspring.
* Nede - Nedes are the native Humans of the region of Daggerfall. Interbreeding with the Elves created the Breton race.
* Nibean
* Nord - Interbreeding of Atmoran and Ned created the Nordic race.
* Reachman - Reachmen have a reputation as Witch folk and are a mixture of Breton and Alyied. Reachmen have a stronger potency for magic than a Breton but also a wilder nature.
* Redguard -

#### Mer

* Altmer
* Alyied
* Bosmer
* Chimer
* Dunmer
* Dwemer - +2 Learning... the race has a specific event associated with it that revolves around the Heart of Lorkhan and as no one is really sure what happened to the Dwemer the effect of the heart is randomized from a series of probabilities that determine their fate. My personal favorite is 'CHIM of the Dwemer' where upon every member of the race gets the 'CHIM' event which- well- either you obtain divine like potential or you become a pile of dust. In most starting dates however this event will have long passed.
* Falmer
* Osmer

#### Lamia

* Lamia - Can devour prisoners without incurring a "Crazy Cannibal" penalty modifier. +1 Martial +1 Diplomacy. -50 General Opinion, +50 Same Trait Opinion.

### Birthsigns

* The Apprentice
* The Astronach
* The Lady
* The Lord
* The Lover
* The Mage
* The Ritual - +Necromancer Opinion
* The Shadow
* The Serpent
* The Steed
* The Thief
* The Tower
* The Warrior

### Specialization

* Battlemage
* Conjurer
* Crusader
* Knight
* Monk
* Necromancer
* Thief
* Warrior
* Witch
* Witchhunter

## Heroes

Some characters are 'spawned' into game by events that start event chains. Some of which require specific conditions. These characters will have specific events triggered for them so long as they live and rulers will have events triggered by the choices made by these characters. The events given to these characters are based on where they are and the questlines of various games. If the events go well the Hero will be the founder of a bloodline.

* [time to spawn] - [spawn location] - [conditions] - [name] - [culture] - [religion] - [sex] - [traits]
* [time to spawn] - [spawn location] - [conditions] - Tiber Septim - [culture] - [religion] - Male - Dragonborn, Warlord
* [time to spawn] - [spawn location - [conditions] - Cyrus - Crown - [religion] - Male - Redguard, Adventurer - Special: Might search for the Eye of Argonia under certain conditions. Such has it's own event chain which will take them from Hammerfell into Argonia.
* [time to spawn] - Stormhold - [conditions] - Splinter - [culture] - [religion] - Male - Nord, Rogue, Adventurer
* [time to spawn] - [spawn location] - [conditions] - Talin - [culture] - [religion] - Male - Imperial, Warrior
* [time to spawn] - Imperial City - [conditions] - [culture] - [religion] - Male - Imperial, Adventurer, Warrior, Knight
* [time to spawn] - Riverwood - [conditions] - [culture] - [religion] - [sex] - Nord, Adventurer - SPECIAL: Dark Brotherhood Target Upon Spawning

## Submods

### Alt. History

These mods replace the history files and some events to demonstrate an alternate history.

* Falmer Skyrim - An alternate history where the Atmorans never settle Skyrim.
* The Hammer Doesn't Fall - Both the Redguards and 'Left Handed Elves' where destroyed during the sinking of Yokuda thus they do not invade what becomes known as Hammerfell.
* The Left Hand - The 'Left Handed Elves' defeated the Redguards on Yokuda.

## Unused Concepts

### Religion

* Three Sisters - [no basis in lore, was to be a 'heresy' of the Cult of Azura and capable of intermarriage with the Cult of Meridia and the Cult of Nocturnal] The Three Sisters is a religion that doesn't appear in any start but is rather a variation (or heresy in the game) of the the Cult of Azura. The Three Sisters religion revers Azura, Meridia, and Nocturnal with Azura as a mediating sibling between 'the three sisters'. Some believe this branch of the faith arose as some outlander revision of 'the three anticipations' of Dunmer tradition with Meridia's zeal against the undead taking Boethiah's place of belligerence and Nocturnal's secrecy having taken the place of Mephala's plotting. Together 'the three sisters' are by this cult said to govern day, twilight, and night with Azura overseeing the passing of authority from Meridia to Nocturnal only for Meridia to snare it from Nocturnal thus bringing the dawn and Azura again having to convince Meridia to let Nocturnal have her turn.