recursal/Fanatic-Fandom huggingface dataset:
High Kingdom of Valenwood

**Valenwood** is one of the 9 Provinces and De Jure High Kingdoms of the continent of Tamriel. It 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." These forests are termed 'Valenwoods' by its inhabitants.

Valenwood takes the name **Galenwood** when held by Northern Nedes and **Vaylewugh** when held by Goblins.

The Province is primarily home to the Wood Elves or Bosmer, known as Boiche in their own language, who have small groups of Altmer-influenced Salaboiche and Cyrodiil-influenced Cyroboiche among them. The Silvenari are a group of Bosmer that inhabit Silvenar on the border of Cyrodiil, and have customs separate from other Bosmer. There are also minorities of ancient Wood Orcs, descendants of Ayleid refugees called Mathmeldi, and Colovians and Anequinans on the borders with Cyrodiil and Elsweyr respectively.

The Bosmer primarily follow the Green Pact, 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”. The Vinedusk Exemptions are a series of exemptions from the Green Pact given to those on the border regions, who are required to practice deforestation for the protection of Valenwood from foreign raids. The Blacksap Movement are a radical movement who want a strict codification of the Green Pact and the expulsion of all foreigners and foreign influences from Valenwood. Southwestern Valenwood follows the Wilderking, divinely revered figure and guardian spirit of the forest who guides the Bosmer to live in harmony with nature. When the Wilderking dies another person with an innate connection to nature is chosen to mantle the deity, losing all memory of their past life and adopting the Wilderking’s supernatural abilities. Though the typical Bosmeri pantheon and the Green Pact are observed in their lands, the Wilderking’s word is law, as they are the supreme embodiment of Valenwood’s forests. The Mathmeldi follow the Cult of Meridia like their ancestors in the Heartlands and the Wood Orcs follow the Code of Malacath.

The Xylo is a border region of Elsweyr that may be integrated into Valenwood's de jure territory upon fully controlling it.
Forgotten Gods

## **Description**

A traditional folk faith of the Iliac Bay, with origins in the druidism of the ancient Nedic tribes. Worshippers reject most gods of the Imperials, Redguards and Direnni, instead clinging to an idiosyncratic pantheon of gods and saints that have been absorbed from all manner of different cultures over the centuries, and which vary wildly from region to region.

## **Tenets**

**Mendicant Preachers**
**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**

**Notorgo**
**Raen**
**Vigryl**
**Shandar**
**Jhim Sei**
**Druagaa**
**Q'Olwen**
**Sai**
**Ebonarm**
**Ius**

## **Virtues & Sins**

###### **Virtues**

* Temperate
* Generous
* Diligent
* Honest

### **Sins**

* Gluttonous
* Wrathful
* Deceitful
* Sadistic
Horwalli

## Description

   The Horwalli arrived in Black Marsh fleeing first the Ayleids and then the Alessian Empire. Their ancestors, foremost among them the legendary "Red" Bramman, were brutal river pirates and marsh bandits who terrorised local Argonians. In time the Horwalli settled along the rivers they raided from, but the legacy of their piratical history remains. It has served them well in conflicts with the Cantemirics and Argonians…
F-15 Eagle Family

## USAF F-15C Eagle

American F-15C Eagle

## USAF F-15C Eagle [upgrade]

American F-15C Eagle

* Cost: 40,300
* Level: 67

## USAF F-15E Strike Eagle

American F-15E Strike Eagle

* Cost: 146.000
* Level: 53

## F-15E Strike Eagle [upgrade]

### Agility

68

* Cost: 53,400
* Level: 84

### CHARACTERISTIC

* Empty weight: 31,700 lb
* Loaded weight: 55,000 lb
* Total engine thrust (SL): 58,000 lbf AB
* Thrust (SL, loaded): 1.05
* Max speed at SL: 800kts
* Max speed at height: Mach 2.3
* Max g-loading: 9.0 g'S
* Wing area: 608 ft2
* Wing loading (loaded): 90 lb/ft2
* Guns: 1x 20mm M61A1 Vulcan cannon
* Air to air: 8x radar and IR homing missiles
* Air to Ground: up to 17,000lb on 9 stations
* Avionics: APG-82(V)1 AESA radar, ECM, 9 decoys

## USAF F-15EX Eagle II

### Agility

68

* Cost: 211,400
* Level: 85

### CHARACTERISTIC

* Empty weight: 31,700 lb
* Loaded weight: 55,000 lb
* Total engine thrust (SL): 58,000 lbf AB
* Thrust (SL, loaded): 1.05
* Max speed at SL: 800kts
* Max speed at height: Mach 2.30
* Max g-loading: 9.0 g'S
* Wing area: 608 ft2
* Wing loading (loaded): 90 lb/ft2
* Guns: 1x 20mm M61A1 Vulcan cannon
* Air to air: 12x radar and IR homing missiles
* Air to Ground: up to 17,000 lb on 11 stations
* Avionics: APG-82(V)1 AESA radar, ECM, 9 decoys

### PAYLOAD

* 2,12: 2x AIM-9X Sidewinder | 2x AIM-120D AMRAAM
* 4,10: 2x AIM-9X Sidewinder | 2x AIM-120D AMRAAM
* 6,8: 2x Target/nav pods
Cult of Meridia

## **Description**

The first worshippers of Meridia uphold her first command on this earth: To hunt the undead and those who break the cycle of life and death. Their devotion to their Princess is absolute, and they will keep fighting until the world recognizes necromancy or undeath for what it is, an abomination.

## **Tenets**

**Sanctity of Life**
* It costs Rulers of this Faith -20% less Piety to declare Holy Wars against Faiths considering Vampirism or Necromancy accepted

**Unrelenting Faith**
* Prowess: +4

**Religious Law**
* Condemned vassals are considered Criminals and may have their titles revoked
* Law Costs: -10%
* Certain Might Makes Right Level of Fame requirements can be fulfilled with Level of Devotion and paid with Piety instead of Prestige

## **Virtues & Sins**

###### **Virtues**

* Diligent
* Brave
* Zealous

###### **Sins**

* Lazy
* Craven
* Cynical
* Necromancer
* Undead
* Vampire
* Lich
Alessian Order

## **Description**

The Alessian Order is a zealous, stern, complex faith created in the 1st Era by Monkey-Prophet Marukh after receiving a divine revelation from the spirit of St. Alessia. At its core it preaches of a supreme god called The One, often associated with Akatosh, but later began to incorporate increasing numbers of lesser saints and deities as the Order grew in complexity. Its basis is Marukh’s 77 Inflexible Doctrines, which explains the evils of elvenkind, how to conquer death, and the now-famous declaration that “All are Guilty until proven Innocent”.

## **Tenets**

**Labyrinthine Canon**
* Stewardship: -2

**Aniconism**
* Temple Buildings Construction Cost: -33%
* Temple Holding Construction Time: -33%

**Religious Law**
* Condemned vassals are considered Criminals and may have their titles revoked
* Law Costs: -10%
* Certain Might Makes Right Level of Fame requirements can be fulfilled with Level of Devotion and paid with Piety instead of Prestige

## **Virtues & Sins**

###### **Virtues**

* Diligent
* Just
* Zealous
* Astute Intellectual
* Mastermind Philosopher
* Scholar

###### **Sins**

* Arbitrary
* Cynical
* Forgiving
Nedic

## Description

   "Nede" is a catch-all term to describe all humans native to Tamriel, excepting the Yokudans and Atmorans but including a good dozen obscure tribes from which descend the Imperials, Reachfolk and Bretons, as well as the near extinct Nedic civilisations of Black Marsh and Hammerfell. Proliferated throughout the continent, the Nedes were concentrated around the Heartlands of Cyrodiil, where the Ayleid civilisation resettled tribes from all over Tamriel to serve as their slaves and dependents, and from where the Alessian Revolt eventually laid the foundation for Nedic ascendancy.
Brutal Breed

## **Description**

A violent and fanatical cult born in the ash of the first Orsinium after it fell, around 1E1000. Their fanatism drove them to try to slaughter every Breton and Redguard they could find, for every real and imagined slight perpetrated by them upon the Orckin.

## **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.)

**Gruesome Festivals**

**War Monger**
* All Dawn's Courtiers: Monthly Martial Lifestyle Experience: +20%

## **Virtues & Sins**

###### **Virtues**

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

###### **Sins**

* Deceitful
* Craven
* Forgiving
* Delicate
* Weak
* Frail
* Feeble
Iron Orc

## Description

Iron Orcs are the remnants of the pre-Ra Gada Orcish populations that used to be found all over Hammerfell. They are exceptional blacksmiths and tame the fierce welwas to serve as beasts of burden and war. The trauma of the Ra Gada invasions shapes their culture and worship to this day, the “Iron” in their name referring to the stone gods they defiled to get metallic weapons. They had to renounce their previously peaceful lifestyle and commit sacrilege to survive the Yokudan onslaught
Perena

## Description

   An ancient Nedic tribe mostly found in Cyrodiil or Hammerfell, the Perena seemed to have a particular interest in the star and the night sky, while some people even believing that they had something to do with the creation of the Celestials themselves...

## Dead Culture

Perena starts as a Dead Culture and can't currently be revived as no living Culture has Central Nedic Heritage.
Chi-Adduni

## Description

   The Mage-Lords that settled the lands beyond the Chi-lani came late into the fold of Resdayn, and long endured with their own traditions and sometimes bizarre customs. Refusing to part with meritocratic rule by the strongest mages, the tower-building sages eventually formed House Telvanni, which joined the other Dunmeri Houses under several provisions and exemptions. Even now, the Dunmer of the north-east are a curious lot, prone to paranoia and almost eremitical bouts of secretiveness, exotic and unknown even to their fellow elves, and laissez-faire with regards to cultural norms sacred to their kin.
Interesting Characters

There are many characters around the world of EK2 some being playable leaders, others you can interact with whilst playing, and some no longer in the world of living and lost to history.

Many of these characters have a debriefing you can read in game however some characters that though may be familiar to an elder scrolls fan still lack this in game description.

**Playable**

* Bookmarked
* Non-Bookmarked

**Non-Playable**

* Rulers
* Wandering
* Courtiers

**Historical**

* Historical
Magicka

Magicka is a resource added to CK3 by Elder Kings 2, allowing characters to cast spells or perform rituals.

Maximum magicka and monthly magicka regeneration is determined by the character's Arcana stat.

The arcana stat can be modified by a character's genetics, traits, culture, faith, legacies, artifacts, events, etc.

Maximum magicka = 10 \* arcana stat

Monthly magicka = 0.1 \* arcana stat
Anequinan

## Description

   Northern Elsweyr is an arid, canyon-laden landscape which is home to the Anequinan nomadic tribes. Anequina's endemic warfare has moulded the culture of the Khajiit living there to be much more warlike than their southern cousins. The great conqueror Darloc Brae arose from their ranks in times of yore, uniting Anequina and striking out to encompass Arenthia to the west.
Cantemiric

## Description

The Cantemiric Velothi are a somewhat obscure offshoot of the Exodus led by the eponymous Oracle Cantemir. Cantemirics are talented and extremely prolific fortress-builders, and as they settled along the eastern coast of Argonia, they founded the stronghold-cities of Thorn, Archon, and Arnesia. Ever since the ascendancy of Great House Dres, this group has suffered a slow, but steady decline.
Westholder

## Description

The children of the Western Holds call the windswept plains and lush valleys of Skyrim their home. Strife courses through the Westholders' veins, subtly permeating their society with conflict-seeking and problem-solving. They make for excellent merchants, lawmen, and diplomats, but when their problems are out of their reach, the Westholder becomes a capable tactician and a skilled soldier. As they are driven to find solutions, Westholders are eager to learn outside perspectives, although they won't hesitate to shut the world off if it has nothing relevant to offer.
All-Maker

## **Description**

The All-Maker, God of the Skaal, is a mysterious deity revered as the wellspring of creation at the centre of the dualistic religion of Solstheim. Nature and the cycle of life and death are revered as the sacred gifts of the All-Maker. The Rituals and traditions of the Skaal honour the six great gifts of the All-Maker - flora, fauna, the sun, the earth, water, and wind. Though first worshipped by the distant ancestors of the Nords, reverence for the All-Maker is now nearly extinct. However, the isolated Skaal of Solstheim preserved the ancient beliefs throughout the ages. The All-Maker and the Adversary are comparable to Anu and Padomay leading outside scholars to categorise the faith as a local variation on the monomyth.

## **Tenets**

**Ristaag and Ritual of Gifts**
 *When our land and our people are in need, we have ways to reinforce our bond to the All-Maker.*

**Pacifism**
* Opinion of other Pacifists: +10
* Rulers at peace for at least two years will have their Piety change by +1.00 per month
**Sanctity of Nature**
* Popular opinion: +5
* Attrition taken in Jungle, Forest, Taiga: -25%

## **Virtues & Sins**

###### **Virtues**

* Generous
* Diligent
* Calm
* Honest

###### **Sins**

* Greedy
* Lazy
* Wrathful
* Deceitful
Crown

## Description

Whilst the Ra Gada conquered much of the Deathlands, the Na-Totambu settled in and tried their best to emulate old Yokuda in the foreign lands. Representing the high nobility and spiritual leaders they stayed much less permeable to Tamrielic influences and scoffed at the Forebears’ partial assimilation. They still keep a very strong taboo against striking down the honoured dead for example. The tension with Forebears is such that foreign and internal threats alike have successfully exploited their mutual hostility to their benefit.
Cult of Molag Bal

## **Description**

Those drawn to the worship of Molag Bal are about the most cruel and dangerous zealots in the mortal plane. They are known to abduct and sacrifice countless people to please their Dark Lord, and some even go as far as willingly become Vampires in an effort to become closer to their Prince.

## **Tenets**

**Vampiric Blessing**

**Human Sacrifice**

**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
* Unlocks the Religious Champion Vassal Contract

## **Virtues & Sins**

###### **Virtues**

* Wrathful
* Sadistic
* Vengeful
* Vampire

###### **Sins**

* Calm
* Compassionate
* Forgiving
Heartlander

## Description

   Seen as the stereotypical “Imperials”, Heartlander culture flourishes in the region around Lake Rumare and the Imperial Isle, aptly known as the Heartlands. One of the most prosperous and bountiful areas in all of Tamriel, the Heartlands have attracted the attention from numerous conquerors and warlords, eager to control the sprawling farmlands of central Cyrodiil. This noble culture is known for its fine arts and entertainment, which can be observed on the opulent gladiatorial matches and vast urban gardens of the Imperial City, a taste inherited from the ancient Ayleids that inhabited the region. Heartlanders leverage their central position to project power over all of Cyrodiil, and through it, Tamriel as a whole. They have been at the helm of Empires multiple times, a testament to their shrewd management and political skill.
Colovian

## Description

   The warrior-heart of Cyrodiil, Colovia has birthed many famous conquerors, generals, admirals and warriors. The mountainous highlands that rise to the west of the central plains of the Heartlands provide the perfect stage for a plethora of petty lords to squabble amongst themselves for control over expansive hill-forts, such as Sancre Tor, a site of great significance to Tamriel's history, famous battleground of Bretons, Nords and Imperials alike. This proclivity to infighting and excursions in (and from) foreign land have, over generations, polished the Colovians' talent for war and strategy, resulting in a rough culture that promotes bellicosity over diplomacy or trade.
Region Names

The names of regions in this game can change based on the culture of the leader holding the region. Here will be a list/table conatining all possible names for regions.

The original names, as they are in the files, are the Cyrodillic names?

## Orcish renames

Elinhir-> Lower Craglorn

Dragontail-> Upper Craglorn

Falkreath-> Falcenreath
莉拉妮

## 基本信息

名称：莉拉妮（Leilani)

性别：女

年龄：18

种族：神異者

职业：无爱派幕后领导

简介
--

中文名：戚茉善（本名）

身高：166

体重：44

出生年月：2010.

出生地：中国重庆

标记：七芒星

外形：象牙黑色长卷发，右侧有一簇深灰色呆毛，香芋紫色眸子，瞳孔像猫一般。

法式复古风是她的最爱，赫本风格的气质，收腰绑带沉稳又典雅，甜美的圆翻领搭配双层垂坠的A字裙，谁看不是一位知书达理的大小姐呢。

性格：总是会被当成巨蟹座的双子少女。温柔与腹黑的结合，应该说是在亲人朋友面前伪装的太好了吗？

喜好：热红茶加布丁。自身吃不腻的所有甜点。因为家乡在重庆，很蛮可以吃辣，甜辣的火鸡面是个不错的选择。

能力
--

恩同再造

出处：《宋书·王僧达传》：“再造之恩，不可妄属”。再造之恩，使人再生的恩惠；比喻恩情极大，像救了自己的性命一样。

类型：绛白术法-医疗

等级：V

详细：再生与治愈，标准的芒星类术法。与一般的医疗白术法不同，它是强大的自身机体修复、愈合、治疗他人伤病的能力，甚至可以对病毒、生化武器产生抗体与免疫。

危害：超负荷现象严重，反馈于自身。对常人多数伤残或致死病症的“恩同再造”会过度消耗灵力。身为半被动能力，对持有者身体存在终生性的损伤，额外地治愈近乎等同透支生命。

次要：缃灰术法-金属，随身携带有作为灵的手枪，搭配幻化出极易操控的金属子弹，实际上也可以在没有手枪的情况下，徒手予以目标致命一击。

## 她的情报

称呼：大小姐（莫里亚蒂），小茉善（令狐曜）

身份：在英国学习的中国大学生，小有名气的才女作曲家。

无爱派的建立者和幕后主导人，六十九局于2024年通缉的III级人员，2029年上升为V级罪犯。

人际关系：父母双亡，有一个哥哥戚棠英。令狐曜是名义上的养父，同时也是她作为无爱派幕后之人的一大对手和麻烦。

履历：13岁即初三之前在祖国读书，之后转学到英国某私立中学，毕业后以优异的A-level等考试成绩进入剑桥深造。大学进修一年后，六月回国消磨长达三个月的假期。

## 角色印象

大小姐她啊……一直都很任性，但这种性质的任性远没有那个福尔摩斯迷让我感到厌烦。——莫里亚蒂

小茉善？茉善她是我的亲妹妹，还有请不要这么称呼她，对女孩子很不礼貌的。——戚棠英

歌曲：《ドラマツルギー（拟剧论）》
Beldama Wyrd

## **Description**

An old coven of witches, dedicated to the Jephre, the Forest God of the Bretons. They serve and protect the forest, with the help of the Elemental Guardians. Despite their peaceful ways, the Empire of Cyrodiil and the various lords of High Rock see them as potential threats.

## **Tenets**

**Pacifism**
* Opinion of other Pacifists: +10
* Rulers at peace for at least two years will have their Piety change by +1.00 per month
**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%

## **Virtues & Sins**

###### **Virtues**

* Generous
* Diligent
* Calm
* Honest

### **Sins**

* Greedy
* Wrathful
* Deceitful
* Sadistic
Two-Moons Dance

The Two Moons Dance, also known in Ta'agra as Riddle'Thar, refers to both the abstract Khajiiti moon-god of cosmic balance as well as its surrounding religious praxis. Introduced by the prophet and Mane Rid-Thar-ri'Datta, the Two Moons Dance is the dominant religious teaching in Elsweyr and deeply intertwined with the rule of the Mane, who safeguards the rights of all Khajiit in accord with the Lunar Lattice.
Forebear

## Description

When the Yokudans invaded the Deathlands, the commoner vanguard called the Ra Gada or “Warrior Wave” wreaked havoc upon native settlements and cultures. They eventually came to be much more influenced by Tamrielic cultures than their Na-Totambu overlords, earning them scorn from the conservative Crowns. Corruption of their name gave way to the name by which all Yoku in Tamriels are known, Redguards.
Cult of Mephala

## **Description**

Dedicated to their Prince, the Cultists of Mephala strictly adhere to her sphere and domain of lies and secrets. Known to revel in the secrecy of the dark, they manipulate both tongues and daggers to shape the world in the fashion their Prince requires."

## **Tenets**

**Shadow Worship**

**Sacred Lies**

**False Conversion Sanction**
* Characters and Counties may sometimes reconvert back to this Faith if lead astray

## **Virtues & Sins**

###### **Virtues**

* Lustful
* Deceitful
* Callous
* Intricate Webweaver
* Elusive Shadow

###### **Sins**

* Chaste
* Honest
* Compassionate
Golden Tones

## **Description**

The ancient Dwemer saw all things in the universe, including themselves, as made of musical tones. In particular, they recognized 'the fifteen-and-one golden tones', or 'avatheled kagr', as worthy of reverence. The great endeavor of High Craftlord Kagrenac was the manipulation of the 'tonal architecture' of the universe for the benefit of the Dwemer people. This culminated in his last and greatest project: the creation of the Brass God Anumidium, which the Dwemer were to use to transcend Mundus. It is a mystery whether they were successful; all that is known is that one day in 1E 668, the entire race disappeared without a trace, never to be seen again.

## **Tenets**

**Veneration of Knowledge**

**Inner Journey**

**Astrology**
* Naval Speed: +25%

## **Virtues & Sins**

###### **Virtues**

* Diligent
* Patient
* Arrogant
* Cynical
* Astute Intellectual
* Mastermind Philosopher

###### **Sins**

* Lazy
* Impatient
* Humble
* Zealous
Forevel 0

**生存难度:**

*Class 0s-精神危害*

**》不安全**

**》实体绝迹**

**》极少量精神危害**

描述
--

**Forevel 0**表现为一个巨大的陈旧阶梯，大部分由岩石构成，雕刻精细，还可能会出现一些木板、瓷砖等，类似于前室的景区布道。这些阶梯似乎是没有边界的，呈现有规律的单调无限循环，这里的时间永远处在黄昏。在周边生长着一些植物，但均是前室未见过的品种。进入后，流浪者会感觉到一种“空气本身的冰冷”，这种感觉似乎并非来源于气温而是一种心理效应，因为相关测试表明，此映层的实际温度约在12至25摄氏度。**Forevel 0**除了中心的的阶梯部分之外，还有其余的可供探索的部分，将在下文一一指出。

本层虽然温度并未达到0下，但是却会出现疑似冰雪的物质，且永远不会融化，并且这种疑似雪的物质可能是某种未发现的实体或者效应的具现化，此物质聚集的区域会越让流浪者感觉到莫名的寒冷、心悸。

### **亭台楼阁**

在**Forevel 0**的主阶梯的两旁，可能会出现“**亭**”“**台**”“**楼**”“**阁**”四种类中国古建筑。

**亭**在前室是一种结构简单，柱间通透开辟，面积较小，大多只有顶，没有墙的建筑物。四周设有座位可供人们休息或观景。也有的亭子中置有一个小桌，在上方放置了一些散落的棋子、酒杯，也有部分熄灭的明心烛。在此区域可能会突然感觉到强烈的醉意，继而可能昏迷，之后会在Forevel 0.1醒来。

**台**是高出地面而建的平面建筑物,是一种露天的、表面比较平整的、开放性的建筑。在台上可以俯视山下，并且有报告发现过Object 1H以贡品的方式存在。

**楼、阁**，是本层重要的资源来源，其中重屋为楼，四敞为阁。阁四面皆有窗，且也设有门，而楼是建筑中两层以上的房屋，亦称重屋。其中会经常发现五仁月饼和花生块等食物。

在这些区域中，流浪者可能会发现一些模糊的楼房的虚影，经过验证，这是一种幻觉，试图触碰会来到Forevel 3，不建议尝试。

**入口**

* **正常进入。**

#### **出口**

* 试图触碰楼房的虚影会来到Forevel 3。

* **正常离开。**

### **银烛屏廊**

**Forevel 0**的阴凉处可能会出现一扇被屏风挡住的小门，上面绘有一些黄色火焰的图案。进入后便会来到**银烛屏廊**。

**银烛屏廊**被描述为一条由屏风和烛台所组成的长廊。墙壁的颜色会随着走廊的深度而改变。走廊两侧各有一扇挂有屏风的门，每扇门相距约30米，其中以蓝色的、通往Forevel 1的居多。在极少数情况下，流浪者能够听到歌声、琵琶声或其他的噪音。如果发生这种情况，流浪者绝对不能推动屏风，并尽快离开该区域。该区域的墙壁和天花板上都有着各种装饰物，主要是丝带、破损的匾额、旧乐器、损坏的辉金制品和空白的画。该区域保持在寒冷的零下1摄氏度至五摄氏度左右。

两边的烛台上插有2至5根明心烛，部分明心烛可以拔下来使用，但大多数已经燃烧了一半。

#### **入口**

* **银烛屏廊**的入口（一扇被屏风挡住的小门，上面绘有一些黄色的图案）可能会被发现于任何**Forevel 0**的阴凉处。

#### **出口**

* 靠近一根***特殊***的明心烛可以触发回到**Forevel 0**主道的暗门。
* 走进一座绘有蓝灵的门会来到Forevel both。
* 找到一扇金黄色的木门可以来到Forevel 7。
* 进入一扇蓝色的门便会来到Forevel 1。

### **“登高处”**

**“登高处”**是Forevel 0.1最广为人知的入口，表现为一根巨大灰色天柱，其特征与Forevel 0.1几乎相同，上面挂有写着“欢迎登台远望，登高可领取小礼品！”的标识。

进入后流浪者会感知到温度逐渐降低，同时入口在流浪者眼中消失。如果在底部停留过久，流浪者会进入Forevel 0.1；若登上天柱的最高处，则会发现一扇通往Forevel 1的门。

实体
--

本映层没有发现任何已知的实体。

## 入口和出口

### 入口

* 在后室错误的地方脱离，目前已知的区域为Level 6中的一道不应出现的阶梯。
* 在前室卡出失败可能会来到这里。
* 在虚空亦或是混沌停留足够久的时间后抓住一丝寒冷的凉风会让你来到这里。

### 出口

* 在**“登高处”**登上顶峰或进入一扇蓝色的门便会来到Forevel 1。
* 进入亭台楼阁后试图触碰楼房的虚影会来到Forevel 3。
* 走进一座绘有蓝灵的门会来到Forevel both。
* 找到一扇金黄色的木门可以来到Forevel 7。
* 进入**“登高处”**后一直拒绝攀爬会来到Forevel 0.1。
Cult of Namira

## **Description**

Living as their Prince intends, the Cultists of Namira are known to live by the traditions associated with their Lord. Squalor, secret assemblies, convening with spirits and eating the flesh of other mortals are paramount, which tends to set them apart from the rest of society.

## **Tenets**

**Vows of Squalor**

**Adorcism**

**Ritual Cannibalism**

## **Virtues & Sins**

###### **Virtues**

* Calm
* Patient
* Deceitful
* Cannibal
* Possessed

###### **Sins**

* Wrathful
* Impatient
* Honest
Gemha

## Description

   The Gemha, or Al-Gemha, were one of the many people brought by the Ayleids to Cyrodiil as slaves. They mostly settled in Nibenay and stayed here after the fall of the Ayleids. Their traditions were however lost over time...

## Dead Culture

Gemha starts as a Dead Culture and can't currently be revived as no living Culture has Central Nedic Heritage.
Amaraldani

## Description

Pyandoneaic ties to the outside world are very limited. Those who leave the archipelago are called Amaraldane or Heralds: mostly pirates, sometimes adventurers, rarely merchants, and practically never diplomats. It is an ancient caste-profession of the Maormer, so old and prominent that it has become a culture in of itself. Once a Maormer consigns their fate to that of a Herald, their crimes, their beliefs, their past — it all becomes irrelevant before the great blue sea. Heralds are heavily romanticized in Maormeri culture and leaving one's life behind in a self-imposed exile is seen as a brave, honorable thing.
Chimeri

## Description

Once upon a time, a Mer named Veloth received a vision, bidding him to go east along with all who would listen. Soon he gathered other dissidents from Summerset Isles, eager to shun the mainstream Aedric pantheon of the Altmer and freely worship Daedra. During this Exodus, the Velothi overcame ordeals to their faith and showed their mettle: even a God-King failed to prevent their migration! At last they reached their destination, the lands of Resdayn. Gradually they were taught prophecy, betrayal and intrigue by their patron gods—Azura, Boethiah and Mephala—, dubbed the 'Good Daedra'. Under their guidance, they established a thriving civilization despite ruinous infighting and competititon with godless Dwemer and warlike Men for resources. They became the Chimer, the Northern Folk.
Sanguine Mysteries

## **Description**

A faith born of lack and apathy made yearning for comfort, the Sanguine Mysteries splinter the Prince of Revelry into three aspects: of the Birth, of the Feast, and of the Wild. The adherents separate into groups devoted to a single aspect and practice in total secrecy from everyone else in special isolated places called Sanguinariums. Breaking the oath of mystery is a serious taboo, and infringing on it may turn one into an outcast, no longer welcomed among the Acolytes. Worship is performed in act (even unconscious) rather than prayer; the Acolytes honor Sanguine with frequent feasts, generous gestures, and overall compassionate hedonism. Being a mystery cult, the Mysteries seldom leak into one's daily life outside the bleached temple walls in any official capacity, largely considered a very personal matter.

## **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
**Sanctioned False Conversions**
**Ritual Celebrations**
* Vassals are more likely to attend your Feasts. Those who still refuse to come will lose Piety for doing so.
* Vassal Opinion: +5

## **Patrons**

**Sanguine**

## **Virtues & Sins**

###### **Virtues**

* Generous
* Gregarious

###### **Sins**

* Greedy
* Callous
Eastmarcher

## Description

The children of the East build their homes in the ice-shackled north and between the snowed-in crags and mountain ranges of Skyrim. They are staunchly honorable and believe in just leadership almost as much as in their own gods. Though, their emphasis on trust and pursuit of honor and justice — a blind obsession, at times — has historically left the Eastmarchers exploited by those who can appeal to it. Ever respectful of their past, these people preserve their ancestry and revere it in song and epic tales that have found appreciation well beyond Skyrim. Eastmarcher ways with sword and axe, however, are known and studied abroad far more vigorously than their works of literature.
Living Law

The Living Law is a spiritual codex drawn up between the Hist trees and the ancient Lilmothiit with the help of Tseol, a wandering fox-god who gave them his shape. This agreement gave Litigants the right to live in Black Marsh safely, but forced its custodianship upon them in turn. The Living Law provides far too many obligations in comparison to the rights, so cheating and exploiting its loopholes is not only expected, but rewarded. Powerful Lawspeakers are known to "hold court" with the Hist via dangerous tonal magic seances in hopes to alter the terms of the contract favorably.
Vosh Rakh

The Vosh Rakh, meaning 'Blade of Courage', are a particularly radical and secretive offshoot of the Cult of Trinimac, originating among the Orcish populace of Wrothgar. They fully embrace Trinimac as a God of War, and seek rapid modernisation, Unification of all Orcs, expulsion of foreign influences, and radical violence against all who stand in their way.
Religions

There are many faiths one can follow in EK2, with many doctrines and tenets suited to many different playstyles. This page serves as a starting point to read and research the many faiths available in game.

## Religions

### **Aedric Worship**

* Auri-El
* Chantry Auri-El
* Adamantine Auri-El
* Malada

### **Atmoran Totemism**

* Totemism
* All-Maker
* Dragon Cult
* Ternion Totems

### **Bretic Religion**

* Beldama Wyrd
* Glenmoril Wyrd
* Druidic Circles
* Forgotten Gods

### **Malacath Worship**

* Cult of Malacath
* Code of Malacath
* Goblin Shamanism
* Brutal Breed

### **Marukhatism**

* Alessian Order
* Temple of the One

### **Namira Worship**

* Cult of Namira
* Dark-Moon Dance

### **Necromancy**

* Worm Cult
* Ideal Masters

### **Nedic-Nordic Beliefs**

* Imperial Cult
* Nordic Pantheon
* Breton Rite
* Redguard Creed
* Cult of Heroes
* Reman Mysteries
* Thousand Cults
* Nedic Sect

### **Reach Beliefs**

* Old Gods
* Dwemer Idolatry
* Minotaur Cult
* Druadach Cult
* Hircine Coven
* Malacath Coven
* Namira Coven

### **Sanguine Worship**

* Cult of Sanguine
* Sanguine Mysteries

### **Sithis Worship**

* Ixtaxh-thtithil-meht
* Coiled Path
* Brotherhood of Seth

### **The Pact**

* Green Pact
* Vinedusk Exemptions
* Blacksap Movement
* Wilderking's Law

### **Trinimac Worship**

* Trinimac Cult
* Vosh Rakh

### **Velothi**

* Tribunal Temple
* High Velothi
* Sixth House
* Cantemiric Sect

### **Yoku Traditions**

* Satakal
* Ruptga
* Herd-Mother

### **The Hist**

* Hist
* Amber-Hist
* Veeskhleel
* Living Law

### **The Sacred Paths**

* Two-Moons Dance
* Many-Paths Dance
* Baandari
* New Moon Dance
Yespest

## Description

   A tribe of Men native to the Southwest of Black Marsh, the Yespest have a long-standing history of fighting against oppression. Their peculiar fusion of the Nedic mindset with Ayleid aesthetics is oft regarded as a strange parallel to their Cyrodiilic neighbors. The Yespest are famous for their unconditional hospitality and a jolly mercantile streak, and infamous for their rich tradition of social facades, ever present mystery, and perceived mind games.
Cult of Malacath

## **Description**

The Cult of Malacath honours the Keeper of the Bloody Curse, and uphold his strictest principles. They see themselves surrounded by enemies due to the nature of the Prince, and they are ready to fight and die to preserve their faith.

## **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

**War Monger**
* All Dawn's Courtiers: Monthly Martial Lifestyle Experience: +20%

## **Virtues & Sins**

###### **Virtues**

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

###### **Sins**

* Deceitful
* Craven
* Forgiving
* Delicate
* Weak
* Frail
* Feeble
Alik'r

## Description

The Crown aligned nomads of the Alik’r Desert live a frugal lifestyle, eking out a living through trade and raiding. They have a particular reverence for the Yokudan god Satakal. Legends say a pariah tribe of Alik’r called the Ash’abah shoulder the great sin of striking down the honoured dead to safekeep other pious Redguards. This is but one way in which the Alik’r are an invaluable part of Redguard society.
Namira Coven

## **Description**

To the Reachfolk, Namira is the Goddess of the Realm of Spirit. Beside Hircine, the God of the Realm of Flesh, she is among the most important of the Great Spirits. She is primal duality - life and death, beginnings and ends, and a giver and taker in equal measure. While her worship is varied, many of her followers practice ritual sacrifice.

## **Tenets**

**Adorcism**
**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
**Ritual Cannibalism**

## **Patrons**

**Namira**

## **Virtues & Sins**

###### **Virtues**

* Patient
* Brave
* Vengeful
* Cannibal
* Possessed

###### **Sins**

* Impatient
* Craven
* Forgiving
High Kingdom of Summerset

**Summerset** is one of the 9 Provinces and De Jure High Kingdoms of the continent of Tamriel. It is called **Alinor** at the start of the game due to being ruled by a ruler of Alinori culture. It is comprised of the islands of Alinor, Auridon, and several small islands.

Summerset takes the name **Alinor** when ruled by Altmer, Bosmer, Ayleids, Chimer, Dunmer, Dwemer, and Falmer; **Sumurset** when ruled by Bjoule, Iliac, Northmen, Wrothgarians, and Northern Nedes; **Somorset** when ruled by Glenumbrans; **Altinium** when ruled by Orcs; and **Summurghast** when ruled by Goblins.

The Province is primarily home to the High Elves or Altmer, who are divided into the Alinori and Auridoni— named after the two main islands. It also has pockets of Goblins throughout the Province.

The Altmer primarily follow the Auri-El religion, which involves the worship of their ancestor gods, the Aedra. The ruling family of the Province claim direct descent from Auri-El, the chief god of their pantheon.
Breton Rite

## **Description**

Centuries of coexistence with the Altmer have integrated parts of Elven worship into the Breton culture. Phynaster, the Hero-God, and Magnus, the God of Magic, are worshipped alongside the Eight Divines.

## **Tenets**

**Prosperity Worship**

**Monasticism**

**Ritual Celebrations**
* Vassals are more likely to attend your Feasts. Those who still refuse to come will lose Piety for doing so.
* Vassal Opinion: +5
* Courtier Opinion: +5

## **Patrons**

**Akatosh**

**Arkay**

**Dibella**

**Julianos**

**Kynerath**

**Mara**

**Stendarr**

**Zenithar**

**Jephre**

**Magnus**

**Phynaster**

## **Virtues & Sins**

###### **Virtues**

* Temperate
* Generous
* Honest
* Compassionate
* Fortune Builder
* Golden Touched

###### **Sins**

* Gluttonous
* Greedy
* Deceitful
* Sadistic
* Follower of Shor

‎
Baandari Faith

The Baandari are devotees of Baan Dar, the pariah bandit-god of Elsweyr and Valenwood, and form a distinct, diaspora society of peddlers and tricksters. The Baandari acknowledge the Lunar Lattice and the many gods of Elsweyr, but live their own lives by the Baandari Code, which places great emphasis on cunning, solidarity, and a roguish sense of honour.
Goblin Shamanism

## **Description**

Similarly to their Orcish cousins, Goblin tribes worship Muluk “the Blue God”, a version of the Daedric Prince Malacath who they see as their patron and protector. Shamans play a particularly important role in connecting with the divine and lead each tribe in hallucinogenic ‘Godspeak’ ceremonies and sacrifices in his honour.

## **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.)

**Esotericism**

**Ritual Celebrations**
* Vassals are more likely to attend your Feasts. Those who still refuse to come will lose Piety for doing so.
* Vassal Opinion: +5
* Courtier Opinion: +5

## **Virtues & Sins**

###### **Virtues**

* Wrathful
* Brave
* Vengeful
* Wise Man 1-3
* Hale
* Strong
* Robust
* Herculean

###### **Sins**

* Deceitful
* Craven
* Forgiving
* Delicate
* Weak
* Frail
* Feeble
Nibenu

## Description

Clinging to the dense jungles of Blackwood, and thus free from the Ayleid and Nord influences that mark Nibenese culture, the Nibenu more closely resemble the ancient Nede inhabitants of East Nibenay. Seen as a less cosmopolitan and more tribalistic people, the Nibenu uphold the traditions and mannerisms of Cyrodiil's first human inhabitants, including their intense spirituality and likeness for occultism, a trait that even the urbanised Nibenese share.
Dark-Moon Dance

## **Description**

The Dark Moon Dance, also known in Ta'agra as Zha'ja Lorkhaj meaning “Bent Dance”, refers to a dark reflection of Khajiit spirituality, originating from the influence of the DoomDrum Lorkhaj and the Dark Moon, and corrupted through the Daedric Prince Namira. The Dark Moon Dance can corrupt those Khajiit who stray from the light of Jode and Jone, and in the worst case turn them into a so-called Dro-m'Athra, a dark spirit doomed to serve Namira.

## **Tenets**

**Shadow Worship**

**Pursuit of Power**
* Might Makes Right requires one less Level of Fame or Level of Devotion.
* Tyranny gain: -50%
* Title Creation cost: -50%

**Ritual Cannibalism**

## **Virtues & Sins**

###### **Virtues**

* Calm
* Patient
* Deceitful
* Ambitious
* Intricate Webweaver
* Elusive Shadow
* Cannibal

###### **Sins**

* Wrathful
* Impatient
* Honest
* Content
Old Gods

## **Description**

Much like their lineage, the faith of the Reachfolk is a syncretic mixture derived from the many peoples who inhabit the Reach. The Reachfolk have no defined pantheon, instead worshipping a variety of Daedra, Aedra, and totemic animal spirits. The most popular of the 'Old Gods' are Hircine, Dibella, and Peryite. The worship of the Old Gods has few defined rituals or practices and most Reach clans have their own unique priest class, traditions, and beliefs. Hedge magick and sacrifice play a key role in many rituals, which led to the inhabitants of the Reach being derided as the 'Witchmen.'

## **Tenets**

**Human Sacrifice**

**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

**War Monger**
* All Dawn's Courtiers: Monthly Martial Lifestyle Experience: +20%

## **Patrons**

**Dibella**

**Mara**

**Lorkh**

**Hircine**

**Malacath**

**Mehrunes Dagon**

**Molag Bal**

**Namira**

**Nocturnal**

**Peryite**

## **Virtues & Sins**

###### **Virtues**

* Wrathful
* Brave
* Vengeful

###### **Sins**

* Deceitful
* Craven
* Forgiving
The Primary

The Primary – leader of The Legion. Part of an almost hive-mind. Seems robotic and emotionless. Serves archangel Raphael and Elena Deveraux without question. Awakened from a centuries-long sleep by the Cascade.

* first appearance in *Archangel’s Legion*
* the leader of the Legion
* linked mentally to the rest of the Legion
* ancient beyond imagining
* nearly blank, without emotion
* serves only Raphael and Elena
* has a mark on the back of his neck matching the one on Raphael’s face
* pale irises with a fine rim of blue the same color of Raphael’s eyes
* black hair, golden skin
* bat-like leathery wings of beaten gold, black and midnight blue
Elder Kings 2 Wiki

**Welcome to the Old Elder Kings 2 Wiki!****Please Use the New EK2 Wiki : https://github.com/AllisonNil/Elder-Kings-2-Wiki/wiki**
***(This is maintained by the same people who set up this wiki and is still kept as up-to-date as possible)***

Elder Kings 2 is a total conversion mod for the game Crusader Kings 3 set in the universe of Elder Scrolls.

We're a collaborative community website about Elder Kings 2 that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important Articles

Interesting Characters

Cultures

Religions

Tamriel

Artifacts

Magic

Decisions

Titles

Innovations

Special Buildings

Men-at-Arms

Patchnotes
Gah-Julani

## Description

   The People of Great Benefit are the stalwart defenders of Morrowinds western ranges, and renowned as disciplined and frugal guardians. Even though the warrior-elite of House Redoran hails from among their ranks and has done much to influence the honour code and social mores of the Gah-Julani, far from all are warriors. Still, even peasants and merchants in their lands are expected to apply a dour, martial ethos to their personal lives and public dealings, and the highest expression of faith among the Gah-Julani has remained, across centuries, to join or at least fund the sacred militant orders of the Temple.
Man-of-Kreath

## Description

   The Nedic people who settled near Kreath, mostly known now for the town of Falkreath, the Men-of-Kreath were imported to Cyrodiil by the Ayleids as slave labor. Most of their culture has been lost however, as the Cyrodiilics took control of Cyrodiil and the Nords and Orcs clashed in Falkreath.

## Dead Culture

Man-of-Kreath starts as a Dead Culture but can be revived with the decision "Found a new culture in White River". 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 White River** Nativity Region, and have **at least one County in White River be a Culture of North Nedic Heritage**.

Upon taking the decision Man-of-Kreath will no longer be considered dead and can be spread by North Nedic Cultures, and all counties in your realm in the White River Nativity Region will convert to Man-of-Kreath.

If your Capital is in White River; Yourself, all Courtiers of your Dynasty, and your Capital *(even if not North Nedic)* will also convert to Man-of-Kreath.
TVB Wiki

**Welcome to the TVB Wiki!**
TVB Logos

We're a collaborative community website about TVB that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

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

*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!

*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.
道具列表

道具是在然室里可找到和可以随身携带的东西。他们的用途，风险，稀有度，异常性质各不相同。这些道具有些能保障你的日常生活和生理健康，有些能防护自己免受实体攻击或是攻击，有些则是能发挥出特殊的用途的其他道具。它们一部分是遵循现实规则存在的，另外一部分道具的运作机制则是不可知的，有的在然室中被发现，有的在然室中被创造。我们可以说，每个映层都有自己的一组道具，通常与映层的主题相匹配。例如，有一些道具工厂。这些道具的使用需要严谨执行，否则会危及到你的性命，另外一些道具会对你的生存至关重要，何时何地使用它们，需要你斟酌的思考，因为它们并非都是随手可得的。
**堪舆运玄化，万道具汇分。物妙之用于利，具危命之于嬉。循规者常，破律者殊。然非取之如意，用之随性，罕而难得，慎用者也，性命攸关，适用者也。物之所用皆有道，勿持其殊为其好。**

## Object 1H至Object 99H

* Object 1H - “明心烛” "Clear heart candle"
* Object 2H - “辉金” "Twinkly metals"
* Object 3H - “决心” "Determination"
	+ Object 3H(已归档) - "Pet.txt.EXE"
* Object 4H - “压缩饼干” "Compressed Biscuit"
	+ Object 4H(已归档) - “550A智能计算机” "Intelligent computer 550A"
* Object 5H - “固态痛苦”"Solid Pain"
* Object 6H - “龙骨炮”"Gaster Blaster"
* Object 7H - “孤舟”"boat"
* Object 9H - “卡入卡出书本” "Noclipping Book"
Scions of Lamae Bal

The first vampire was Lamae Bal, called Lamae Beolfag in her mortal life. She was a priestess of Arkay whom Molag Bal savagely profaned, herself becoming the first vampire. She took on the name Bal in mockery of the God of Schemes and swore that she would wreak bloody vengeance. Those who follow the Blood Matron share her single-minded hatred against Molag Bal and Arkay, who spurned his former follower.
Pellitinian

## Description

   Southern Elsweyr is a land of jungles and rivers, where bustling towns conduct vibrant trade. Pellitinians are agrarian settlers who farm saltrice and moonsugar as staple crops. The affluent Pellitinian aristocrats  can say with pride they come from a bountiful land, hiring mercenary companies instead of levying the populace to go to war.
Cult of Peryite

## **Description**

A sect devoted to Peryite, the Peryite Cultists dedicate their life, including their health and wellbeing, to Peryite the Lord of Infection and Pestilence. Most seek to honour their Prince by carrying untold numbers of diseases, including some specially created by the Taskmaster himself. Among their command is the spread of such illnesses throughout the world, going as far as letting corpses rot in the open.

## **Tenets**

**Veneration of Diseases**

**Mendicant Preachers**

**Sky Burials**

## **Virtues & Sins**

###### **Virtues**

* Temperate
* Calm
* Patient
* Stubborn
* Chills
* Leper
* Rot
* Yellow Fever
* Knahaten Flu
* The Blight

###### **Sins**

* Gluttonous
* Wrathful
* Impatient
* Fickle
Mountain Orc

## Description

   The Orsimer are among the most recluse and universally marginalised people on the continent, second only to the Goblin-Ken. Thus, they developed an autarkic culture centred around strongholds, their main socio-political unit, mostly isolated from the larger Tamrielic society. Orsimer dissatisfied with the oppressive and conservative stronghold lifestyle usually venture out into the world to live a different life. The most popular origin story of Orcs states that when their patron god, Trinimac, was cursed and corrupted into Malacath. This twisted the Orsimer physical form into the one they have today.

## Reestablish Orsinium

To reestablish Orsinium **as a Duke** you must; Have Level of Fame **Illustrious (3)**, be **Independent**, be a **Duke**, have a **Capital of your Culture**, and your **Capital can't be inside the Capital Duchy of a De Jure Kingdom** (e.g. you can't rule from the De Jure Duchies of "d\_wrothgar" or "d\_windhelm")

To reestablish Orsinium **as a King** you must; Have Level of Fame **Exalted among Men (4)**, be **Independent**, and **completely control the De Jure land of your Primary Kingdom**.

This can be done anywhere in the world and will give you the **Kingdom of Orsinium**. If you were a **Duke** your Duchy will be the only De Jure Duchy of Orsinium. If you were a **King** Orsinium's De Jure land will be all the **Duchies of your former Kingdom that you fully controlled**.
Bjoule

## Description

Also called the 'River Horse Bretons', the Bjoulsae River Tribes are a nomadic Breton people mostly found in the Bjoulsae River region. Famous for their horses, their more primitive clothing and tactics make some people confuse them for a Reachfolk tribe, but their legacy still stands strong in Evermore, traditionally held by their Breton cousins.