Breton

Bretons are a people born out of the interplay of myth and history. Descended from a mix of elves and their human slaves, the inheritors of the fertile, ancient, and diverse lands of High Rock seek adventure, wealth, divine providence, and fame. From their elven side, Bretons possess an extraordinary penchant for magic that isn't hampered by the weaknesses of their Altmeri cousins. From their human side, they posses a boundless confidence in their ability to rise above their station and make their mark on history.

The Manmer

Since before written history, the region known today as High Rock was home to numerous peoples; from dragonlings, to centaurs, to orcs, to harpies. But by far the most numerous were the Nedic humans. These ancient tribes dotted the lands of Cyrodiil, Hammerfell, and High Rock, with their arrival on Tamriel predating Aldmeri colonization. Although each tribe was a culture unto its own, they can be broadly categorized under cultural groups. The mountainous east was dominated by the Reachmen, fanatical followers of the Old Gods. To the west, the Druids of Galen who followed the teachings Y'ffre were the dominant group.   In the early First Era, ambitious Altmer of the wealthy and adventurous Direnni Clan of Summerset reached the shores of High Rock. Although their numbers were few, their advanced prowess in alchemy, magic, and metallurgy allowed these Aldmer to establish themselves as a ruling class over the western peninsula, and began to expand eastward. This new society is known today as the Direnni Hegemony, and it irrevocably transformed Galenic culture.   Generations of lavish Direnni rule led to a class of half-elves known derisively as "beratu", meaning simply "half". These hybrids were loyal to the Direnni, but far too human to be trusted as equals. They were typically made vassals of land and given command of fully human peasants, acting as an intermediary caste, far beneath the lofty station of their fully elven siblings. The beratu grew over generations, becoming ever more human, intermingling with both the elven and human castes until the barriers between them were blurred. The beratu nobles gained ever more power over time as the Hegemony spread, while the fully elven elites grew complacent in their kingdoms. In time, the lines blurred between the three castes, and the Breton people began to form an identity of their own. They grew eastward, pushing the Reachmen further into the mountains toward Skyrim. When Bretons became too powerful to control, when those with the strongest elven blood stopped paying tribute, naming themselves kings, the ever-shrinking Direnni loyalists could not hope to bring these nascent kingdoms in line.   Over centuries, The Direnni were forced back to the Island of Balfiera in the middle of the Iliac Bay. Here they consolidated, maintaining their most important holding, The Adamantine Tower. Also known as the Direnni Tower, this is the oldest structure in the known world, believed to have been left by the gods themselves at the beginning of time. With the Direnni relinquishing control of High Rock, Breton culture had fully taken over all parts of the Direnni-established feudal system.   The ancient druidic practices continue in various forms. Sisterhoods of nature witches known as Wyrds have found isolated spots to gather throughout the Iliac Bay region. Some lineages of Bretons have maintained their traditions as Druids, and broken off from the cities to practice other versions of their old religion. Another faction splintered early in the Hegemony, fled south to the Systres Archipelago where Galenic culture continues largely as it did in ancient times.

Feudal States

High Rock is traditionally broken up into numerous city-states, each containing cultures, identities, legends, and politics of their own. These petty kings famously play the game of court intrigue: making and breaking alliances through marriage, sex, bribery, and war. Some say that all their conflict can more accurately be described as elaborate family squabbles.
Although High Rock has been a part of three iterations of the Empire of Man, Bretons have only truly been united as a culture once. During the Second Era, after the Reman Dynasty had collapsed, and the Ruby Throne had been usurped by a despotic necromancer named Mannimarco, an alliance of Bretons, Orcs, and Redguards formed in a bid to take control of Cyrodiil, the traditional seat of the Empire. This Daggerfall Covenant chose High King Emeric as its ruler, with the city of Wayrest as its capitol. This alliance achieved much, but was never able to form a dynasty. Eventually, animosity between the three factions flared, and the alliance was dissolved, but the Covenant lived on in High Rock alone.   Emeric's niece Voari, who was made countess of a large territory under the control of Wayrest, married Princess Marielle of Daggerfall. The namesake city had fallen considerably since the war. In a bid for power, the two queens moved the capital of their kingdom to the largest city of Voari's county, renaming it to Daggerfall. They allied with the kingdoms of western High Rock, declaring themselves the true capital of the Covenant, forcing Wayrest to quickly assemble its own alliance in opposition. This allowed the kingdom of Daggerfall to reassert itself as a major power in the region, expanding its holdings in the south. However the ensuing civil war ultimately led to the disillusion of both alliances, and a return to the traditional petty states. The original city of Daggerfall is now renamed in honor of the Covenant, but was absorbed by another kingdom a century later.   In time, High Rock was again incorporated into the Empire under the Septim Dynasty. The Septims recognize Emeric's descendants in Wayrest as the official Provincial Governor, a largely ceremonial title in this context. Out of respect to tradition, the original location of Daggerfall is still listed on most maps. Much to the chagrin of the current kingdom that bares the name.

The Miracle of Peace

Between the 9th and 11th of Frostfall in 3E417, an event known alternately as the Miracle of Peace, or the Warp in the West occurred. This involved a colossal dwemer automaton called the Numidium somehow simultaneously falling into the hands of several of the most powerful figures of the Iliac Bay region, including Emperor Uriel Septim VII. Somehow, each monarch used the machine simultaneously to conquer the region for themselves. In the wake of this bizarre event, the weapon went missing from Tamriel, vast swaths of land were decimated, and 44 regional kingdoms of the Iliac Bay were consolidated into four: Daggerfall, Wayrest, Sentinel, and Orsinium.   For the Bretons, cultural and political influence by Daggerfall in the west, and Wayrest in the east remain strong, although the larger of the regional kingdoms have started to reassert their independence in recent years. The powerplay between these two kingdoms have shaped events in High Rock ever since. This game of court intrigue has ripples across every strata of Breton society, and proves that even after the so-called "Miracle of Peace" High Rock remain a land of conquest and adventure.

The Fourth Era

In the year 3E 433, gates to Hell opened up, and an army of daemons spilled out of the portals. These, fell creatures wrought destruction and bloodshed in their wake. Throughout the Empire, great heroes rose up and pushed them back, but at indescribable cost. When the fighting finally stopped, cities had burned to the ground, thousands had been slaughtered or gone missing, and the Septim bloodline had ended. The countryside, still recovering from the havoc of the Numidium, was again laid barren. Thousands of Bretony's bravest knights fell in battle, or were dragged into the brimstone, and never heard from again. It was Divine Intervention which saved mortal kind from extinction. The late Emperor's lost heir sacrificed himself to become one with Akatosh, and slew the devil Dagon, closing shut the jaws of Oblivion once and for all.   As the Four Kingdoms of the Iliac recover from this devastation, the old ways threaten to tear it apart once more. The Orcish kingdom of Orsinium is threatening to turn back to banditry and daedra worship. Their alliance with Queen Elysana of Wayrest, once considered by many to be the most feared ruler in the West, may finally be her undoing. A mad cult has overtaken Sentinel, spreading across the north of Hammerfell by conquest. And the marriage of King Camoran of Daggerfall and Lady Kelmena of Camlorn may be falling apart barely a decade after the blessed celebration. Their separation could lead the Queen's home state of Camlorn to break ties with Daggerfall, and fracture the united West.

Naming Traditions

Feminine names

Abelle, Aditte, Ales, Ama, Amarie, Arbene, Arielle, Asciene, Aurane, Aurnie, Belene, Bovkinna, Cienne, Dabienne, Darene, Derelle, Edre, Edwinna, Emusette, Fasele, Fasile, Frelene, Gulitte, Helviane, Heniele, Janand, Jeanne, Jeberilie, Joslin, Leles, Lielle, Lirielle, Mabrelle, Malielle, Maline, Maranique, Marelle, Marielle, Marthe, Masalinie, Maurrie, Melie, Milie, Mitanne, Muriel, Pierlette, Piernette, Relie, Rianciene, Ronerelie, Sosia, Surane, Synette, Vienne, Virene

Masculine names

Alodie, Andre, Arnand, Astien, Barnand, Bereditte, Birard, Ciel, Cirges, Danders, Daric, Debentien, Detritus, Dilborn, Elbert, Ernand, Ernard, Faric, Fenas, Ferarilie, Francois, Frizkav, Frostien, Gaban, Geon, Geor, Idhdean, Inwold, Irbran, Jadier, Jeanciele, Jerian, Jocien, Joncis, Juillen, Lanie, Listien, Louis, Manis, Marcel, Mebestien, Merard, Merthierry, Myn, Noleon, Ormax, Orrent, Paur, Perien, Phane, Relien, Rerlas, Roberto, Ruran, Simine, Socucius, Thetrard, Varnis, Verick, Ylbert

Family names

Admand, Beaufort, Dufont, Endell, Ervine, Frey, Gane, Gemane, Gestor, Guevenne, Jondrelle, Jurard, Letrush, Lort, Lothaire, Manette, Marence, Merchad, Morrard, Motierre, Nytte, Onis, Rarnis, Rolaine, San, Sidrey, Stentor, Stroud, Tyne, Virane

Culture

Funerary and Memorial customs

In ancient times, Nedic tribes would burn their dead in ceremonial pyres and spread the ashes over the land. The serfs of the Direnni Hegemony cremated and interred their dead in the tradition of Summerset. Both these practices continue in isolated pockets in High Rock.   For the majority, Bretons have adopted the Imperial tradition of burying their dead in graveyards and catacombs. The dead are blessed by Priests of Arkay to ward off necromancy. Bretons honor their ancestors by telling tales of the accomplishments and heroism of their predecessors. Legendary heroes and accomplished rulers and nobles are regarded as the most honored of the dead, prayed to and respected by all the people of the kingdom or kingdoms who claim them.

Fractal Aetherius

Ancient Galenic traditions told varying tales of the Garden of Ten-Thousand Skies which were connected to Nirn by the roots of the nature god Y'ffre. This belief was translated through the elvish lens of the Direnni, and became a new legend, popular among the knightly orders of the Imperial Cult. This is Fractal Aetherius, the Ten-Thousand Kingdoms of Heaven. In death, the god Arkay delivers all mortal souls to the throne of Akatosh, who winds them back to every moment of their lives to tally their sins. If the Time Dragon finds them worthy, the goddess Kynareth summons a zephyr to gently blow the soul across the many islands floating in the clouds. Where they land, is where they are meant to be for eternity. Each portal leads to a paradise realm suited perfectly for them. Some are vast estates with servants and banquets. Some are battlefields or dungeons, where adventure and glory awaits. Some are endless fields of farmland, where a soul can find honest work alongside their loved ones without facing exhaustion or pain. 

Hell

Far below the clouds of Aetherius is the ashen domain of Sheor, the Bad Man. Sheor is the god of misfortune and crop failure. According to Breton myth, Sheor brought the idea of creating a realm for mortals to the Aedra. As the gods began to pour their power into a mortal world, Sheor stole parts of their divinity, condemning many to fall into their creation and become parts of it. It took them some time to discover that they had been deceived. The gods created a Tower out of Adamantium on the Isle of Balfiera where they held their Convention. Many were disgusted by what had been taken from them, and what they risked by staying, and returned to Aetherius. But the Aedra decided, even though they had been tricked, the mortal world of Nirn was a beautiful place full of challenge and hope. It was decided that the ephemeral beings born of their fallen kin should be taught to live their lives with chivalry and grace. If they could live up to the ideals of the gods, they would be worthy of joining them in Heaven. If they were not, they would be condemned to Hell alongside the Trickster.   Their judgement made, the god Stendarr brought the bound Sheor into the Adamantine Tower to face justice. They took His Heart and buried it under Red Mountain, where the magma transformed it into a place of torment. Daemons spilled out from His molten blood with single-minded purpose to maim and torture mortal souls. They then banished Sheor to this hateful realm for eternity. Their Convention complete, the Aedra returned to Aetherius to watch over and guide the mortals so they may prove themselves worthy. But, Sheor was not defeated. Within the fires of Hell, He took the excess divine magic He had stolen, and formed His children. These were the Princes of the Daemons who were each given their own territory to rule in Hell. Embittered and spiteful, the Bad Man could only curse mortal kind from afar. Inflicting suffering on them is not enough. He knows the Aedra love the mortals dearly, and want to see them ascend. So, the King of Hell sends His Princes to tempt more souls for Him so that He can have His revenge on the Aedra for His just punishment.

Breton Traits

It’s hard to make generalizations about humans, but your human character has these traits.

Dragon Skin

A vestige of your elven blood allows you to rebuff magical attacks for a short time. Once per Long Rest, you can activate this ability for up to one minute. While active, you are resistant to all magical damage, and have advantage on saving throws against the effects of any enemy spell.

Ability Score Increase

Choose two of your Ability Scores to increase by 2.

Age

Humans reach adulthood in their late teens and live less than a century.

Alignment

Humans tend toward no particular alignment. The best and the worst are found among them.

Size

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed

Your base walking speed is 30 feet.

Languages

Bretons have accepted the lingua franca of the Empire as their own. In addition, many educated Bretons eagerly learn new languages for the increased trade opportunity, or for the simple practical benefit of avoiding conflict with the endless non-human races which live in High Rocks' vast wilderness.   You can speak, read, and write Cyrodilic, and one of the following languages: Centaurian, Daedric, Dragonish (the language dragonlings) Giantish, Harpy, Impish, Nymph, Orcish, or Spriggan.

Beratu

Vestiges of the unique pidgin language that was once spoken by the mixed-race "beratu" caste of the Direnni Hegemony. To this day, it colors the myriad local dialects, but has largely diverged along class lines. Choose one of the following Traits:
  • Streetwise: Breton's lower classes look on you more favorably. You have advantage on all Charisma-based Skill checks on Breton paupers, criminals, and urchins, and disadvantage on Breton nobility.
  • Etiquette: Breton's upper echelons look on you more favorably. You have advantage on all Charisma-based skill checks on Breton nobility, and disadvantage on Breton paupers, criminals, and urchins.
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