Ebonheart Pact
In 2E 578 an arcane explosion in the Imperial City set off a mystical aftershock that swept across Nirn. Many mages died or went mad. As the White-Gold Tower fell into the hands of Molag Bal cultists, the border between the plane of Oblivion and Nirn was broken. The Daedra spawned all over Tamriel in greater numbers than ever before. The constellation of the Serpent grew so large that it dominated the night sky.
Without an Emperor sitting on the Ruby Throne, The Empire fell into disrepair. Facing a great danger, many provinces united into different factions, each seeking to reclaim the throne and fulfill their own agendas.
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Ebonheart Pact
The Ebonheart Pact was a faction uniting the provinces of Skyrim, Morrowind and Black Marsh. Its capital, Mournhold, was situated on the mainland of Morrowind.
The dominant race of the Ebonheart Pact was the Nord. The Dunmer and, eventually, the Argonians joined forces along with the Nords to survive the Second Akaviri Invasion. The leader of the faction was High King Jorunn. He, however, did not have all the power over the provinces, as a Great Moot was summoned, a council of all the allied races, whom he had to hear out.
Having protected Tamriel from the Akaviri, the members of the Ebonheart Pact thought to have earned the right as the rulers. Moreover, ever since the great conquests of the Nords in the First Era, they thought themselves to be superior and the rightful rulers of Tamriel.
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Nords are a playable race in The Elder Scrolls Online. The Nords of eastern Skyrim are members of the Ebonheart Pact, along with the Dunmer and Argonians, though they are not bound to the alliance if the game is pre-ordered.[1] The western side of Skyrim unlike the eastern side prefer peace then war and as such refuse to fight for the Ruby Throne.
Strong and hardy, the Nords of Skyrim are Nedic humans who are as quick to laugh as they are to fight. Most Nords prefer simplicity to sophistication, and an axe or an arrow over a spell.[2] They are the brash, boisterous front line of the Pact; fierce warriors and expert weapon masters.[3]
Official description
The Nords once conquered most of Tamriel, and as a result, feel a certain entitlement to rule. They broke the power of the Ayleids, nearly drove the High Elves out of High Rock, and conquered much of Resdayn, the precursor to Morrowind. The Nords are excellent with arms. They are quick to anger, boisterous, and strong. They are natural-born warriors who fight with an ecstatic ferocity that terrifies their enemies.[3]
Passive Racial Abilities
Two-Handed Expertise - Increases experience with the Two-Handed Weapon skill line by 15%. |
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Robust - Increases Health regeneration during combat by __%
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Resist Frost- Increases Cold resistance by __ and maximum health by __%
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Rugged - Decreases damage taken by __% Rank 1: 2% (Unlocked at Nord Level 25) Rank 2: 4% (Unlocked at Rugged Rank I, Nord Level 35) Rank 3: 6% (Unlocked at Rugged Rank II, Nord Level 50) |
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The Dunmer, or Dark Elves, are a playable race in The Elder Scrolls Online. They are members of the Ebonheart Pact, along with the Nords and Argonians, though they are not bound to this alliance if the game is pre-ordered.[1]
Proud but grim and often ruthless, the Dark Elves, known as Dunmer in their homeland of Morrowind, are slow to trust but loyal to their allies. They are equally adept with blade, spell, or stealth.[2]
The Dunmer of House Telvanni are estranged from the other Great Houses of Morrowind, and have refused to join the Pact.[3]
Official description
Passive Racial Abilities
Ambidexterity - Increases experience gain with Dual Wield skill line by 15%. | |
Dynamic - Increases maximum Magicka and Stamina by __%
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Resist Flame - Increases resistance to Fire Damage by __ and maximum Magicka __%
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Flame Talent - Increases spells power with Fire effects by __%
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Argonians are a playable race in The Elder Scrolls Online. They are members of the Ebonheart Pact, along with the Nords, and the Dunmer, who under the Pact's terms have had to liberate their Argonian slaves, though they are not bound to this alliance if the game is pre-ordered.[1]
A reptilian race of lizard-folk from the dark swamps of Black Marsh, to some the Argonians seem cold and uncanny. Surviving the dangers of their homeland has made them adept with both weapons and healing magic.[2]
Official description
The Argonians are possessed of a cool intellect, and are well-versed in the magical arts, stealth, and the use of blades. They are also guerilla warfare experts, long accustomed to defending their borders from invaders. They often serve as the scouts and skirmishers for the forces of the Pact.[3]
Passive Racial Abilities
Restoration Expertise - Increases experience gain with the Restoration Staff Skill line by 15%. | |
Amphibious - Increases swimming speed by ___% and the effectiveness of potions by ___%.
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Argonian Resistance - Increases Maximum Health by __% and Poison and Disease resistance by ___.
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Quick to Mend - Increases healing received by __%.
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