recursal/Fanatic-Fandom huggingface dataset:
Rontha

## Description

   A nomadic people who established themselves around the Stonefalls, the Rontha were described by some as a vicious people who were keen to brand people and things.

## Dead Culture

Rontha starts as a Dead Culture but can be revived with the decision "Found a new culture in Dark Water", or the equivalent decision for any of their Nativity Regions. The requirements to found a Culture in Dark Water 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 Dark Water** Nativity Region, and have **at least one County in Dark Water be a Culture of North Nedic Heritage**.

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

If your Capital is in Dark Water; Yourself, all Courtiers of your Dynasty, and your Capital *(even if not North Nedic)* will also convert to Rontha.
Cult of Sanguine

## **Description**

Some of Sanguine Cultists claim that not much effort is necessary to please their Prince. Among the commands of their Lord are the enjoyment of mortal life, and they take part of numerous feasts and orgies. Due to their tendency to seek pleasure in all its forms, they tend to welcome other people - surely they too can enjoy the simple pleasures of life no matter their race or beliefs.

## **Tenets**

**Sacred Mindfulness**
**Carnal Exaltation**
**Hedonistic**

## **Patrons**

**Sanguine**

## **Virtues & Sins**

###### **Virtues**

* Lustful
* Gluttonous
* Gregarious
* Charismatic Negotiator
* Grey Eminence

###### **Sins**

* Chaste
* Temperate
* Shy
Satakal

The Old Yokudans traditionally worshipped Satakal the Worldskin, the First Serpent who ate itself and shed its skin continually. In contrast to the Ruptga-centered religion of Hammerfell, the Yokudans still hold Sakatal as chief of their pantheon due to its cyclical nature as The Snake Who Came Before.
Cyro-Nordic

## Description

The Cyro-Nords are Nords that straddle the Jerall Mountains between Cyrodiil and Skyrim, receiving steady Cyrodilic influence through the Pale Pass. They are the primary settlers of Falkreath Hold but also live in the Imperial County Bruma. There, they serve as a living reminder of the First Nordic Empire's former power.
Druidic Circles

## **Description**

Dubbed the True Way of Jephre by its faithful, the Druidic traditions of the Bretons are unique throughout Tamriel.  By decree of the storyteller they value the wilds and nature over civilisation which they see as ruinous and self-destructive. As an acknowledgement of this material and spiritual deficiency, Druidic practitioners gather in the wilds to conduct ceremonies and live closest to their god. Those aligned in their views will form a circle, the unit closest to a governing body a community of druids will have. Each circle is independent from one another, schisms both old and new preventing a return to the single minded worship of the Druids of Galen.

## **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
Boiche

## Description

'Boiche' is a catch-all term for the vibrant yet bizarre spread of Bosmer tribes that inhabit the Deepwoods of Valenwood. They are the living heart of Bosmer culture, and the most faithful adherents of the Green Pact. The Boiche live in semi-nomadic tribes, subsisting off hunting, raiding and trading with settled communities.
Hist

The Hist are an ancient race of sentient trees native to Black Marsh, who created the Argonian people and live alongside them in a symbiotic relationship. Hist trees regulate the entire Argonian life cycle: dictating when their eggs hatch, what gender or form they take, and when they die reincarnates their soul into a new body - as well as providing advice and guidance to the tribes they watch over. In this way the Hist are not quite Gods to the Argonians, but more like revered teachers and loving parents, who each watch over an individual tribe or group of tribes. Alongside this the only significant deity recognised by modern Argonians is Raj-Sithis, who embodies the life-death cycle, and inevitable change.
Cult of Clavicus Vile

## **Description**

The Cult of Clavicus Vile worships the Master of Insidious Wishes, always seeking his favours in exchange for mortal wealth or more personal currencies. The teachings of Clavicus Vile made them great negotiators and tricksters, and some are even known to deal with the other Daedric Princes - a fact that Clavicus seems to enjoy rather than take offense in.

## **Tenets**

**Prosperity Worship**

**Daedric Bargains**

**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
* Different Faith Liege Popular Opinion: -25%

## **Virtues & Sins**

###### **Virtues**

* Greedy
* Deceitful
* Callous
* Fortune Builder
* Golden Touched

###### **Sins**

* Generous
* Honest
* Compassionate
Tribunal Temple

The Tribunal Temple is the native religion of Morrowind, founded by St. Veloth after he led his followers into the East. It combines selective veneration of the "Good Daedra" and condemnation of the "House of Troubles" with the worship of the Tribunal, the three immortal god-kings of Morrowind, who ascended to godhood following the Battle of Red Mountain. The Tribunal Temple is organized along strict lines and exerts great influence on most of Dunmer society.
Auridoni

## Description

   The Auridoni are Altmer living on the second largest isle to the east of Alinor. Though still wary of outsiders, they are more accepting than the Alinori. For Alinor, Auridon serves as both a barrier and window for influence from the mainland and the Auridoni embrace this role fully. Tamriel has many Altmer scholars, traders and travelers, no few coming from Auridon rather than Alinor.

## Traditions

**Aedric Lineages** | * Rulers with poor Education Traits, such as Misguided Warrior or Tough Soldier are *greatly* distrusted.
* Unlocks the Ceremoniarchic and Feudal Government types for Autocratic Rulers
* Gain Renown when constructing and upgrading Temple Holdings.
* Marriage Acceptance towards other Cultures: **-50**
* Marriage Acceptance towards cultures of a different heritage: **-100**
* Very unlikely to arrange Marriages outside their own culture
* The Renown cost to Disinherit or Denounce relatives scales based on their Purity, Sins, and Virtues
* Characters of this Culture are more likely to Disinherit or Denounce relatives based on their Purity
* Disinherited characters of this Culture are more likely to leave same Culture Courts, becoming Wanderers

All Alinori Characters:
* Level of Devotion Impact: **+50%**
* Level of Fame Impact: **-50%**
**Philosopher Culture** | * **+5%** Cultural Fascination Progress per Learning Education trait level
* **+10%** Cultural Fascination Progress if Culture Head is Scholar
* Children are 3 times more likely to gain the Pensive trait
* Children are 3 times less likely to gain the Rowdy trait

All Auridoni Characters:
* **+20%** Monthly Learning Lifestyle Experience
**Maritime Mercantilism** | * Coastal Holdings in Coutnies of this Culture provide an additional **+10%** Tax
**Attuned to Magicka** | * Children have a small chance to be born with a Positive Arcana Affinity Trait
* Rulers can use the Disrupt Interaction on Prisoners
* Rulers with high Arcana may pay Prestige to claim Titles held by other rulers. The higher the difference of Arcana between the rulers, the lower the cost.
* Magically disrupted Claimants cannot press their claims against Rulers of this Culture
* Positive Arcana Affinity and Student of Magicka Traits are more valued
* Negative Arcana Affinity Traits are looked down upon

**Coastal Defences** | * Coastal Holdings in Counties of this Culture gain Fort Level, provide additional Defender Advantage and takes longer to Raid
Magic

Elder Kings 2 adds a spellcasting system to CK3 using magicka as a resource and allows the player to perform arcane feats. Magic is accessible from the spellbook, and is split between spells and rituals. Spells have an up-front mana cost with immediate effects, while rituals have a monthly mana cost for passive modifiers when active.

Magic spells and rituals fall into 6 different schools of magic:

1. Destruction Spells
2. Illusion Spells
3. Restoration Spells
4. Necromancy Spells
5. Transmutation Spells
6. Conjuration Spells
Daedric Artifacts

Daedric Artifacts are unique one of a kind artifacts which are given to the player by a Daedric Prince or through other events. They often disappear after succession and cannot be stolen or gifted.

**Azura**

* Azura's Star

**Boethiah**

* Ebony Mail
* Goldbrand

**Clavicus Vile**

* Bittercup
* Masque of Clavicus Vile

**Hermaeus Mora**

* Oghma Infinium

**Hircine**

* Hircine's Ring
* Savior's Hide
* Spear of Bitter Mercy

**Malacath**

* Scourge
* Volendrung

**Mehrunes Dagon**

* Mehrunes Razor

**Mephala**

* Ebony Blade
* Ring of Khajiit

**Meridia**

* Dawnbreaker
* Meridia's Beacon

**Molag Bal**

* Mace of Molag Bal

**Namira**

* Ring of Namira

**Nocturnal**

* Bow of Shadows
* Skeleton Key

**Peryite**

* Spellbreaker

**Sanguine**

* Sanguine Rose

**Sheogorath**

* Wabbajack

**Vaermina**

* Skull of Corruption
De Jure Empires

The continent of Tamriel is traditionally divided into 9 Provinces, which are the de jure Empires or High Kingdoms of the mod. The Shattered remnants of Yokuda are also a High Kingdom.

These de jure High Kingdoms are:

* Cyrodiil (Splits into Colovian Estates and Nibenay)
* Skyrim (Splits into Western Skyrim and Eastern Skyrim)
* Hammerfell
* High Rock
* Morrowind
* Black Marsh
* Elsweyr
* Valenwood
* Summerset
* Yokuda

Several More Empires can be formed by Decision:

* Tamriel
* The Reach
* Vvardenfell
* Greater Orsinium
* The Direnni Hegemony
Cantemiric Sect

The Cantemiric Velothi are an obscure Velothi splinter faction that abandoned Morrowind and settled in Black Marsh, turning their backs on the Great Houses to seek a more pure and authentic path towards the Psiijic Endeavour. As such, the Cantemiric Sect emphasizes the abstract 'Padomaic' ideals of St. Veloth's teachings, and is even known to meditate among the Hist trees, who they believe to be tantamount to 'transkalpic teachers' aligned with the Psiijic Endeavour.
Betrayed

## Description

   Misfortunate descendants of the Snow Elves who took the Dwemeri offer, the Betrayed are left to tend to the vacant cities of their former masters. To an outsider their forms have degraded — blind, hunched, and distorted — but in truth, it's a masterful adaptation to their new environment. The surface people consider the Betrayed a thing of myth, something to scare children with and blame dead cattle on. Despite primitive, barbaric appearances, the Betrayed craft elaborate chitin armors, wield potent magic, farm and herd, and sport a functional matriarchal society.
Atmoran

## Description

The Atmorans are a mysterious and ancient people, hailing from the legendary frozen continent of Atmora, though perhaps native to Tamriel as their own myths claim. Migration and invasion waves across the Sea of Ghosts led the Atmorans to first settle some liminal islands, and later the northern shores of Tamriel, where over time they renounced their homeland and became the ancestors of the Nords. The fate of Atmora remains shrouded in riddles and superstitions, but some believe that there are still Atmorans of the old blood and custom there, isolated from the tidings of the world beyond the sea.
Imperial Cult

## **Description**

The worship of the Divines has changed since Alessia's rebellion, but the belief in the Eight and of the Covenant with Akatosh still shapes the beliefs of Cyrodiil. Local beliefs and Hero Gods can still be found throughout the province, and it is said that the Imperial City is home to a thousand cults...

## **Tenets**

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

**Monasticism**

**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
* Different Faith Liege Popular Opinion: -25%

## **Patrons**

**Akatosh**

**Arkay**

**Dibella**

**Julianos**

**Kynerath**

**Mara**

**Stendarr**

**Zenithar**

**Shezarr**

## **Virtues & Sins**

###### **Virtues**

* Temperate
* Generous
* Honest
* Compassionate

###### **Sins**

* Gluttonous
* Greedy
* Deceitful
* Sadistic
Man-of-Karth

## Description

   The old name of the Reachfolk people, the re-establishment of most Nedic kingdoms throughout Tamriel and the resurgence of most of their ancient cultures prompted the revival of some older traditions within Karth. As the dominant group in Tamriel, the formerly Reachfolk people might now finally know peace, and be able to live along side the Galen or the Kreath."

## Dead Culture

Man-of-Karth is not currently revivable as it lacks a Nativity Region.
Imgan

## Discription

Imga usually live in arable clearings near kollopi nests, their meat of choice. The most powerful tribes occupy hillforts or defensible valleys from which they can safely travel to market towns. They revel in wrestling and various form of martial arts to sharpen both thier minds and bodies. It is from this war games that Imga nobles pick thier elite guard, the so-called 'Selectives'. Short of ennomblement, there is no greater honour Imga commoners can aspire to. As an alternative to military service, some youths take to commerce or administration to futher their station, honouring the legacy of their forefathers.

### Native to:

* Grathwood
* Greenshade
* Malabal Tor
* Reaper's March
Slime Conquest Wiki

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## Important articles

* List Of Slimes In Slimanac Order

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Cult of Nocturnal

## **Description**

Devoted to their Prince, the Nocturnal Cultists revere their Prince in the shadows, far from light and any image that could disrupt their communion with Nocturnal. Her cult is popular among thieves, but even honest members of society can be drawn to her worship.

## **Tenets**

**Shadow Worship**

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

**Inner Journey**

## **Virtues & Sins**

###### **Virtues**

* Calm
* Patient
* Stubborn
* Intricate Webweaver
* Elusive Shadow

###### **Sins**

* Wrathful
* Impatient
* Fickle
Worm Cult

## **Description**

The Order of the Black Worm - commonly known as the Worm Cult or Fellowship of Anchorites - is a necromancy-focused cult founded by the Altmer lich and former Psyjic monk, Mannimarco, the King of Worms. Though they often make bargains with various Daedra when it suits their interests, at its core the Worm Cult worships Mannimarco above all else, believing that one day he will ascend to godhood and rule over all of Mundus forever.

## **Tenets**

**Daedric Bargains**

**Mastery over Undeath**

**Pursuit of Power**
* Might Makes Right requires one less Level of Fame or Level of Devotion.
* Tyranny gain: -50%
* Title Creation cost: -50%
* Direct Vassal opinion: -10

## **Virtues & Sins**

###### **Virtues**

* Diligent
* Patient
* Ambitious
* Callous
* Necromancer
* Lich

###### **Sins**

* Lazy
* Impatient
* Content
* Compassionate
Dynari

## Description

Whilst the Mathmeldi went South into the dangerous jungles of Valenwood, the Ayleids that came to be known as the Dynari (after their royal dynasty) went north seeking refuge with their Direnni cousins who were merciful hosts to the battered refugees and granted them land near the banks of the Bjoulsae. The Dynari had to briefly fight with the native Orcs for control over the area but had achieved relative stability in their new home, on the banks of a new great river. With the fall of the Direnni Hegemony so did the Dynari find their demise, as they lacked a strong patron to their continued existence.

## Dead Culture

Dynari starts as a Dead Culture but can be revived with the decision "Found a new culture in Bangkorai", or the equivalent decision for any of their Nativity Regions. The requirements to found a Culture in Bangkorai 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 Bangkorai** Nativity Region, and have **at least one County in Bangkorai be a Culture of Ayleid Heritage**.

Upon taking the decision Dynari will no longer be considered dead and can be spread by Ayleid Cultures, and all counties in your realm in Bangkorai Nativity Region will convert to Dynari.

If your Capital is in Bangkorai; Yourself, all Courtiers of your Dynasty, and your Capital *(even it not Ayleid)* will also convert to Dynari.
Totemism

## **Description**

The first Atmoran settlers in Skyrim worshipped totems, sacred symbolic representations of animal gods. They worshipped the hawk, wolf, snake, moth, owl, whale, bear, fox, and the dragon. The dragon was seen as head of the pantheon, and worshipped most strongly. Some scholars believe these ancient totemic animals are the Divines followed today in Skyrim, just in a different form.

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

## **Patrons**

**The Bear**
**The Dragon**
**The Fox**
**The Hawk**
**The Moth**
**The Owl**
**The Snake**
**The Whale**
**The Wolf**

## **Virtues & Sins**

### **Virtues**

* Generous
* Diligent
* Honest

### **Sins**

* Greedy
* Lazy
* Deceitful
Etarani

## Description

Characteristic graht-oak villages populate the groves of southeastern Valenwood, with Elden Root standing by far the tallest — second only to Falinesti. The capital of Grahtwood shelters Etarani, or 'Children of the King,' the royal elite of the Bosmer nation. When Hart-King Eplear ruled atop the ever-moving Falinesti, the only period he anticipated would be winter, as two greatest cities of his land would stand beside each other. The subjects that settled in the area profited from the generosity of the itinerant court and came to be — or rather acting — superior to all others. Having the two Elden Tree cities within their borders bestowed them this right. When the Second Empire absorbed their lands in 1E 2714, the woodlords of Grahtwood selectively adopted Imperial customs into dress, speech and governance. As the link between the deepwoods and the Cyro-Bosmer class, they play kingmakers in Bosmer politics.
Malacath Coven

## **Description**

Some Reachfolk clans, most prominently the Winterborn clan, dedicate themselves to Malacath, the Lord of Ash and Bone. In this they find kinship with the Orcs and Goblins of Wrothgar, however these clans maintain that *they* are Malcath's chosen race, and that the Goblinken merely serve to test and challenge the true children of the Prince.

## **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.)
**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
**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**

**Malacath**

## **Virtues & Sins**

###### **Virtues**

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

###### **Sins**

* Deceitful
* Craven
* Forgiving
* Delicate
* Weak
* Frail
* Feeble
Trinimac Cult

Trinimac is the Aldmer Hero-God of Truth, Honour and Justice; believed to have been betrayed and eaten by the Daedric Prince Boethiah - with his followers being transformed into the first Orcs and Trinimac himself becoming the Daedric Prince Malacath, the God of all Ostracised or Downtrodden People, Curses, Oaths, and War. However, although most Orcs revere Malacath as the new form of Trinimac, a large number believe him to be an unrelated demon that has imprisoned their god, and that one day he will return to lead his followers into a new era. These devotees try to live a life in emulation of their chosen hero - focused on honour, virtue, and unity of all Trinimac’s people.
Nordic Pantheon

## **Description**

Over the years, the Nords of Skyrim have accepted the worship of eight main deities, though their name and rank would not perfectly reflect the Imperial influence over their beliefs. A striking exemple is the place of Akatosh, known in the Nordic Pantheon as Alduin. The Dragon Alduin symbolises the end of times, and as such every Nord priest includes a short prayer to keep the Dragon-God asleep for as long as possible.

## **Tenets**

**Children of Skyrim**
* Attrition taken in Mountains: -25%
* Advantage in Mountains: +5
* Attrition taken in Taiga: -25%
* Advantage in Taiga: +5
* Attrition taken in Glacial Tundra: -25%
* Advantage in Glacial Tundra: +5
* Attrition taken in Taiga Hills: -25%

**War Worship**

**Monasticism**

## **Patrons**

**Dibella**

**Mara**

**Tsun**

**Alduin**

**Shor**

**Kyne**

**Jhunal**

**Orkey**

**Stuhn**

## **Virtues & Sins**

###### **Virtues**

* Temperate
* Generous
* Honest
* Compassionate
* Skilled Tactician
* Brilliant Strategist

###### **Sins**

* Gluttonous
* Greedy
* Deceitful
* Sadistic
Alinori

## Description

   The Alinori are the core Altmer culture based in Summerset. They take great pride in their lineages and think themselves superiors to outsiders, for whom they have no lack of scorn. Few can claim to know magic better than the Alinori Mages, especially their high esteemed Sapiarchs.

## Traditions

**Aedric Lineages** | * Rulers with poor Education Traits, such as Misguided Warrior or Tough Soldier are *greatly* distrusted.
* Unlocks the Ceremoniarchic and Feudal Government types for Autocratic Rulers
* Gain Renown when constructing and upgrading Temple Holdings.
* Marriage Acceptance towards other Cultures: **-50**
* Marriage Acceptance towards cultures of a different heritage: **-100**
* Very unlikely to arrange Marriages outside their own culture
* The Renown cost to Disinherit or Denounce relatives scales based on their Purity, Sins, and Virtues
* Characters of this Culture are more likely to Disinherit or Denounce relatives based on their Purity
* Disinherited characters of this Culture are more likely to leave same Culture Courts, becoming Wanderers

All Alinori Characters:
* Level of Devotion Impact: **+50%**
* Level of Fame Impact: **-50%**
**Prescriptivism** | * Diplomacy Education Traits give Prestige
* Good Learning Education Traits, like Astute Intellectual or Mastermind Philosopher give Diplomacy
* Children tend to do slightly worse in the Learning Education
* Characters of this Culture gain Arcana **+2**
* Characters of this Culture are much less likely to learn foreign Languages and adopt foreign Court Languages
* Convert to Local Culture Decision Cost: **+300%**
* Different-Culture Peasant Factions and Populist Factions are less common
* Cultural Acceptance Gain: **-25%**

All Alinori Characters:
* Stress Gain: **-10%**
* Dread Decay: **-30%**
**Cutthroat Politics** | * Children tend to do better in the Intrigue Education
* It will be easier to progress in the Schemer Lifestyle
* Calm Characters are admired whilst Wrathful individuals are scorned
* Rulers are more likely to have Courtiers and Guests join Hostile Schemes against them
* The Disloyal Trait is more common
**Attuned to Magicka** | * Children have a small chance to be born with a Positive Arcana Affinity Trait
* Rulers can use the Disrupt Interaction on Prisoners
* Rulers with high Arcana may pay Prestige to claim Titles held by other rulers. The higher the difference of Arcana between the rulers, the lower the cost.
* Magically disrupted Claimants cannot press their claims against Rulers of this Culture
* Positive Arcana Affinity and Student of Magicka Traits are more valued
* Negative Arcana Affinity Traits are looked down upon

All Alinori Characters:
**Coastal Defences** | * Coastal Holdings in Counties of this Culture gain Fort Level, provide additional Defender Advantage and takes longer to Raid
High Kingdom of Morrowind

## Morrowind

### Title History

Formed by Hortator Nerevar Mora, 1st of Morning Star, 1E 420Destroyed 1st of Morning Star, 1E 667

### De Jure Capital

Metropolis of Mournhold

**Morrowind** is one of the 9 Provinces and De Jure High Kingdoms of the continent of Tamriel. It consists of the large island of Vvardenfell, home to the ash-spewing Red Mountain, and also has territory on the continental mainland.

Morrowind takes the name **Resdayn** when held by House Dunmer (Gah-Julani, Armun-Ani, Chi Adduni, Chuzei, Marduhn-Oadi), Altmer, Bosmer, Ayleid, Dwemer, and Falmer; **Veloth** when held by Ashlanders and Chimer; **Dunmereth** when held by Nords, Skaal, Cyro-Nords, and Atmorans; **Dunminium** when held by Orcs; **Morrowindl** when held by Goblins; and **Ronthaan** when held by Northern Nedes.

The Province is primarily home to the Dark Elves or Dunmer, divided into Gah-Julani, Armun-Ani, Chi Adduni, Chuzei, Marduhn-Oadi, and Ashlanders, with minorities of Eastmarcher Nords, Hleel Argonians, and Mountain Orcs.

The mainland is home to the House Dunmer, so called because of their rule by the Great Houses of Morrowind: Redoran, Telvanni, Hlaalu, Indoril, and Dres, who follow the living gods of the Tribunal. Vvardenfell is primarily home to the Ashlander tribes, who follow the old Velothi ways of the Dunmer, worshipping the Good Daedra. The coasts of Vvardenfell are increasingly encroached on by the Great Houses, and the entire South is held by the Tribunal Temple.

Rulers of Vvardenfell may use a Decision to sever themselves from Morrowind and form a separate High Kingdom of Vvardenfell by controlling all three of the de jure Kingdoms of the island.
Reman Mysteries

## **Description**

The Reman Mysteries are an enigmatic series of fraternal cults dedicated to the Dragonborn God-Hero Reman 'Light-of-Man' Cyrodiil, who saved Tamriel from Akaviri invasion in the 1st Era, conquered almost all of the continent, and founded the Second Empire. It is said that when the Akaviri army heard Reman's voice in battle they realised he was the Dragonborn they had come to find, and knelt before him, swearing their eternal loyalty. It is these Akaviri who would become the Dragonguards and Potentates of his new Empire, and who continue to hold him in reverence as they await another ruler of the Dragon Blood to arise and claim his birthright.

## **Tenets**

**War Worship**

**Legacy of Reman**

**Asceticism**

## **Virtues & Sins**

###### **Virtues**

* Temperate
* Generous
* Honest
* Compassionate
* Skilled Tactician
* Brilliant Strategist
* August

###### **Sins**

* Gluttonous
* Greedy
* Deceitful
* Sadistic
* Reveller 1-3
Cult of Hircine

## **Description**

Dedicated to the Master of the Great Hunt, the Hircine Cultists worship Hircine in his most essentials aspects. They are known to host great hunts to honor the Prince of the Hunters, and some go as far as contracting Lycanthropy to be closer to him and eventually hunt in the Hunting Grounds.

## **Tenets**

**Blessings of Lycanthropy**

**Ritual Hunts**

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

## **Virtues & Sins**

###### **Virtues**

* Diligent
* Brave
* Just
* Hunter
* Master Hunter
* Lycanthrope

###### **Sins**

* Lazy
* Craven
* Abitrary
Ojel

## Description

Ojel are the Argonians who exchanged their homeland of Black Marsh and the security of the Hist to venture beyond it and settle in territories usually held by other races. Their name, meaning "Non-Jel (speaker)", given to them by more traditional Argonians reflect a certain estrangement from other Saxhleel.
Systrean

## Description

The Systreans, or High Isle Bretons, are the descendants of Breton sailors from High Rock who arrived on the Systres Archipelago in the wake of Bendu Olo's All-Flags Navy. The Systreans grafted a rough sort of mimicry to the feudal society in High Rock onto the jungle islands, and were rewarded with formal recognition by the Akaviri Potentates in exchange for administering the archipelago as a destination for undesirables - many of which have since integrated into Systrean society, which has borrowed liberally from the Abecean cultures surrounding it.
Cult of Boethiah

## **Description**

The Cult of Boethiah seeks to honour the Deceiver of Nations, by adhering to its strictest principles. They are known to cause great havoc in Tamriel, be it by warfare or deceitful plots.

## Tenets

**War Worship**
**Sacred Lies**
**Unrelenting Faith**
* Prowess: +4

## **Patrons**

**Boethiah**

## **Virtues & Sins**

###### **Virtues**

* Deceitful
* Brave
* Vengeful
* Skilled Tactician and Brilliant Strategist

###### **Sins**

* Honest
* Craven
* Forgiving
Tamriel

Tamriel, also known as Taazokaan in the Dragon Language and the Arena, is one of the continents on Nirn. It has been the setting of every Elder Scrolls game to date, and is one of two continents present in Elder Kings 2 alongside the shattered remnants of Yokuda. In Aldmeris, Tamriel translates to Dawn's Beauty. Tamriel is a great melting pot of cultures and races; it is home to dozens of races, consisting of Men, Mer (colloquially known as Elves), and various kinds of Beast races.

The continent has been united in the past by two Empires, the Alessian Empire and Reman Empire. The events of Elder Kings 2 take place after the fall of the latter, a period known to Tamrielic history as the Interregnum. The player may reunite the Empire of Tamriel by controlling all of the de jure territories of it's constituent Provinces, which have gone back to being separate High Kingdoms without the hegemony of the Cyrodilic Emperors:

* Cyrodiil

* Skyrim

* Hammerfell

* High Rock

* Morrowind

* Summerset Isles

* Valenwood

* Elsweyr

* Black Marsh
Cult of Mehrunes Dagon

## **Description**

The Cultists of Mehrunes Dagon worship their Prince in his most basic aspects. Their tendency for forceful overthrow of established regimes allow them to quickly grasp power at the expense of being considered a threat by their neighbours. But the Prince of Destruction does not exempt his followers from being overthrown in return, should their hold on power be weakened.

## **Tenets**

**Unrelenting Faith**
* Prowess: +4

**War Monger**

**Pursuit of Power**
* Might Makes Right requires one less Level of Fame or Level of Devotion.
* Tyranny gain: -50%
* Title Creation cost: -50%
* Direct Vassal opinion: -10

## **Virtues & Sins**

###### **Virtues**

* Wrathful
* Ambitious
* Vengeful

###### **Sins**

* Calm
* Content
* Forgiving
Dwemeri

## Description

   The Culture of the “Deep Folk” or Dwemer, also known as Dwarves, Mer who are second to none in the use of technologies such as steam power, or soul gem-powered Animunculi. They were masters of Tonal Architecture, an art as powerful as it is mysterious. They are however distrusted due to their reclusiveness and atypical atheism - and vanished around the Red Moment of 1E 700. It remains to be seen if any will ever resurface..."
Cyroboiche

## Description

The Cyroboiche are those Bosmer who embraced elements of Cyrodiilic culture during the Reman Empire and serve as the link between the Deepwoods with the wider world. Cosmopolitan sentiments and the spirit of wonderlust are common amongst them. When one meets a bosmer outside Valenwood, it wouldn't be wrong to expect them to be Cyroboiche.
Reachfolk

## Description

   The largest existing Nedic group, the Reachfolk have inhabited the area around the river Karth for generations. Their existence is far from an easy one, as they have to contend with the Nords and Bretons occupying their land, but the Reachfolk see life as a constant struggle, as tests from the Great Spirits — known in the rest of Tamriel as the Daedric Princes.
Temple of the One

## **Description**

The Temple of the One is the only legal form of Marukhatism in Cyrodiil, formed by Emperor Reman in the First Era to tend to the Dragonfires, as well as to assimilate the remaining holdouts of the Alessian Order. While still retaining much of their Marukhati origins, the new Temple of the One operates under a hugely relaxed belief system which emphasises the many aspects of their god, whose core manifestation is the Supreme Spirit Akatosh.

## **Tenets**

**Ecclesiarchy**

**Esotericism**

**Asceticism**

## ‎‎**Virtues & Sins**

###### **Virtues**

* Temperate
* Diligent
* Just
* Zealous
* Wise Man 1-3

###### **Sins**

* Gluttonous
* Greedy
* Arbitrary
* Cynical
* Forgiving
* Reveller 1-3
Ternion Totems

## **Description**

An old and reclusive cult revering the Three Old Gods - the quick and crafty Fox, the strong and mighty Bear, the sly and observant Wolf.

## Tenets

**Monasticism**
**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%
**Asceticism**

## **Patrons**

**The Bear**
**The Fox**
**The Wolf**

## **Virtues & Sins**

###### **Virtues**

* Temperate
* Generous
* Diligent
* Honest

###### **Sins**

* Gluttonous
* Greedy
* Lazy
* Deceitful
* Reveller 1-3
Brotherhood of Seth

## **Description**

The Brotherhood of Seth, or Temple of Sethiete, is a secretive religious order of mage-priests originating in the city of Gideon in western Black Marsh. It seems that their chosen deity originates from the Sithis-worship of Gideon’s native Argonians, which was adopted by inquisitive Nibenese mages moving in to settle the region under the Reman Empire. Despite the darkness of their god and secretive nature of their beliefs and structure, the organisation has found adherents all across Tamriel with chapters openly operating throughout the continent.

## **Tenets**

**Veneration of Knowledge**
**Sacred Lies**
**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

## **Virtues & Sins**

###### **Virtues**

* Impatient
* Deceitful
* Callous
* Sadistic
* Astute Intellectual
* Mastermind Philosopher

###### **Sins**

* Honest
* Compassionate
* Forgiving
Saliache

## Description

Classical Ayleid culture met a swift and tragic end at the hands of the Nedic slave rebellion, which went on to form the proto-Cyrodilics. The war was bloody and hard fought with numerous champions falling on both sides, fostering an inextinguishable hatred between the belligerents. Nothing personified this conflict better than the rivalry of Umaril the Unfeathered and Pelinal Whitestrake. They eventually died in one final duel against each other but the Mer had already lost the upper hand. The Alessians moped up Ayleid remnants indiscriminately following the Rebellion (even allied abolitionist city-states), reducing the Ayleid presence in Cyrodiil to sporadic and unconfirmed sightings of “Wild Elves”.

## Dead Culture

Saliache starts as a Dead Culture but can be revived with the decision "Found a new culture in the Heartlands", or the equivalent decision for any of their Nativity Regions. The requirements to found a Culture in the Heartlands 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 Heartlands** Nativity Region, and have **at least one County in the Heartlands be a Culture of Ayleid Heritage**.

Upon taking the decision Saliache will no longer be considered dead and can be spread by Ayleid Cultures, and all counties in your realm in the Heartlands Nativity Region will convert to Saliache.

If your Capital is in the Heartlands; Yourself, all Courtiers of your Dynasty, and your Capital *(even it not Ayleid)* will also convert to Saliache.
Balfieri

## Description

   Centered around Balfiera in the Iliac Bay, this culture is tied to the destinies of High Rock and the Direnni Clan. Ruling as a minority elite has made them far more tolerant than their cousins in Alinor. They have made fine conquerors and rulers as the ancient Hegemony can prove. Many Bretons begrudgingly admire the refinement of the Balfieri Elves. Yet often one may find a Breton following the culture of their Direnni overlords.

## Traditions

**Sorcerer-Kings** | * Rulers with a Royal Court can use the Arcane Court Court Type
* Can enact Sorcerous Elective or Magelord Elective Succession Laws
* Vassal Obligations are tied to the difference of Arcana between a Vassal and their Liege
* Mages Men-at-Arms receive bonuses in Size, Damage, Pursuit, Toughness, and Screen depending on the ruler's Rank
* Guardians with skills in Magicka, either via a Positive Arcana Affinity or Student of Magicka Trait will pass down a Student of Magicka Trait to their Ward. (*Innovations unlocking similar abilities will instead lead to better results.*)
* Positive Arcana Affinity and Student of Magicka Traits are more valued
**Ruling Caste** | * Different Culture and Populist Factions are less common
* **−25%** Cultural Acceptance Gain

All Balfieri Characters:
* **−30%** Dread Decay
* **+0.3** Monthly Dread per Tyranny
**Family Business** | * **+5** Close Family Opinion
* **+20** Court Position Aptitude for Close Family Members
* **+10%** Progress Speed for Councilor Tasks for Close Family Members
* **+10%** Skill Impact for Councilor Tasks for Close Family members
* **−150** Prestige for revoking a County from a Close Family Member
* **−350** Prestige for revoking a Duchy from a Close Family Member
**Attuned to Magicka** | * Children have a small chance to be born with a Positive Arcana Affinity Trait
* Rulers can use the Disrupt Interaction on Prisoners
* Rulers with high Arcana may pay Prestige to claim Titles held by other rulers. The higher the difference of Arcana between the rulers, the lower the cost.
* Magically disrupted Claimants cannot press their claims against Rulers of this Culture
* Positive Arcana Affinity and Student of Magicka Traits are more valued
* Negative Arcana Affinity Traits are looked down upon

All Alinori Characters:
**Hereditary Hierarchy** | * **+10%** Feudal Vassal Tax Contribution
* **−10** Feudal Opinion from level 1 education traits

All Balfieri Characters
* **+25%** Long Reign Bonus
* **−75%** Tyranny Loss
Ilniviri

## Description

The Ilniviri are descended from those Tsaesci who invaded Tamriel and became first servants, then heirs to the Reman Empire. Most natives of Tamriel look askance at them and regard them as perpetual foreigners, but the Ilniviri have no home but Tamriel. Refined and soft-spoken, the Tamrielic Tsaesci are nonetheless masters of betrayal and battlefield alike.

## The Heartlands Potentate

   Ilniviri start as migratory in both start dates, but can become native to the Heartlands upon taking the decision "The Heartlands Potentate".

The Heartlands Potentate is only available as **Potentate Aixnieras Chorak** after **winning the civil war** against Attrebus Sosildor. To become native you must **completely control the region of the Heartlands**, your Level of Fame must be **Illustrious (3)**, you must **hold the Kingdom/Consulate of the Heartlands** and have **held it for at least 10 years**.
New Moon Dance

The Order of the New Moon is a Khajiiti Dragon Cult, devoted to the dragon Laatvulon. They aim to perform an ancient ritual and become the New Moon, named Dark Eon. They perform ritualistic sacrifices to empower a stone called the Aeostone, which is then used to empower them and their draconic masters.
Amber-Hist

When the Argonians’ ancient Sithis-worshipping society collapsed in the Duskfall, the sentient Hist trees of Black Marsh welcomed their children back with open arms. Not all agreed. A minority of Hist wish to guide their people back to the old way of life, but with Order as the new ideal in place of the Change and Destruction that Sithis embodies.
Blacksap Movement

## **Description**

The Blacksap are a Nationalistic Political-Religious Movement in Bosmer society founded in Cormount after the ‘Massacre at New Joy’: when an entire town of immigrants was razed by Wood Elf zealots for disrespecting the Green Pact. Followers of the movement demand written codification of the tenets of the Green Pact and absolutely strict adherence to them, as well as the expulsion of all foreign influences from Valenwood.

## **Tenets**

**The Green Pact**
* Attrition taken in Jungle: -25%
* Advantage in Jungle: +5
* Attrition taken in Forest: -25%
**Religious Law**
* Condemned vassals are considered Criminals and may have their titles revoked
* Law Costs: -10%
**Pursuit of Power**
* Might Makes Right requires one less Level of Fame or Level of Devotion.
* Tyranny gain: -50%
* Title Creation cost: -50%

## **Patrons**

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

## **Virtues & Sins**

###### **Virtues**

* Temperate
* Gregarious
* Ambitious
* Just
* Fickle

###### **Sins**

* Gluttonous
* Shy
* Content
* Arbitrary
* Stubborn
Nedic Sect

## **Description**

Nedes are the original humans who colonised Tamriel in ancient times, spreading across most of the continent and diverging widely in their culture and beliefs. Though only tiny holdouts remain today; the remaining Nedic folk, primarily in Black Marsh, worship a pantheon of Aedric gods similar to that of Cyrodiil but with a notable emphasis on Z’en and Dibella as the chief deities.

## **Tenets**

**Prosperity Worship**

**Inner Journey**

**Ritual Hospitality**
* Piety per Powerful Vassal on the Council: +0.3/month

‎

## ‎**Patrons**

**Akatosh**

**Arkay**

**Dibella**

**Julianos**

**Kynerath**

**Mara**

**Stendarr**

**Zenithar**

**Lorkh**

## **Virtues & Sins**

###### **Virtues**

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

###### **Sins**

* Greedy
* Impatient
* Deceitful
* Callous
* Sadistic
Court of Dawn's Beauty

## **Description**

The Akaviri who remained behind to serve and settle the Empire after their invasions have over the years adopted a syncretic fusion of the typical Imperial Cult, with their own worship of Ancestors and elemental Gods of the cardinal directions. Four personifications of the elements and directions are also revered: Myn, of Light and the East - Zisa, of Water and the South - Nyfa, of Earth and the North - Ilni, of Air and the West. Additionally, descendants are expected to honour their ancestors, and often commune with their spirits to seek approval, guidance, and good fortune.

## **Tenets**

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

**Myn**
 *Myn raises his mighty staff*

**Zisa**
 *Zisa waves her graceful wand*

**Nyfa**
 *Nyfa stomps his boots in anger*

**Ilni**
 *Ilni flutters her colorful fan*

**Tam**
 *Tam embraces the land*
*And so animates the circle*

## **Virtues & Sins**

### **Virtues**

* Diligent
* Patient
* Humble
* Skilled Tactician
* Brilliant Strategist
* Tsaescence I - IV

### **Sins**

* Lazy
* Impatient
* Arrogant
* Stubborn
Yokudan

## Description

Classical Yoku culture has been changed forever with the Sinking of Yokuda. Much of its great works and monuments have been destroyed but the Yoku persevered. They are the direct descendents of Old Yokuda, being even more conservative than their Crown cousins of Hammerfell, across the Eltheric Ocean. Most maintained a deeper connection to the Yokudan Pantheon and the Way of the Sword as a result.
Dremora

## Description

The Kyn, or Dremora, are a race of war-like Daedra who mainly serve Mehrunes Dagon but are also found in the employ of other Daedric Princes. These mercenaries live in accordance to a strict caste-based clan system, and value honor and loyalty above all else. When they appear in Tamriel, bloodshed is sure to follow.