

SEARCH RESULTS
35 results found with an empty search
- Modlist & IP | Elder Scrolls Chronicles
Placeholder PLACEHOLDER
- Factions & Guilds | Elder Scrolls Chronicles
Factions Guilds FACTIONS Below are the factions holding influence upon the Gold Coast at the end of the Third Era , that Narration seeks to put a spotlight on for this season. These are political entities with a firm agenda, who seek to further their authority and achieve their goals. You do not have to join any of them. Membership is optional, though they do come with boons, as you will be subject to conflict more than a character who is unaffiliated. You may only belong to one faction publicly at a time, though infiltration, deception, and secretive membership is possible. Each faction has five ranks that can be achieved, and ascension to the next rank is based off how high your Reputation is within that faction. Reputation is earned by performing faction related quests, participating in faction related events, and hunting down the enemies of your faction. Upon reaching the highest rank, you will receive an ability unique to your faction. THE CITY OF KVATCH +1 Speechcraft Whether a common citizen seeking safety and fortune, a petty noble vying for influence, or a guard dedicating your life to protecting your fellow city folk, you may find purpose and opportunity within the walls of the City of Akatosh . Shadows close in around the bastion, however, seeking to topple it. Can you help defend Kvatch and its prosperity? THE IMPERIAL LEGION +1 Athletics The primary fighting force of the Empire , the Ruby Ranks operate under the authority of the Emperor himself. They are considered one of the greatest armies ever assembled ― impressive in both their numbers and the quality of their training and discipline. Their main charge is to preserve the peace and rule of law, standing as a garrison against any and all threats against Imperial well-being. Do you have what it takes to be a legionnaire? THE IMPERIAL CULT Known mostly as The Church within Cyrodiil, the Imperial Cult reveres and carries forth the will of The Nine Divines , bringing divine inspiration and consolation to as many as they can. While not preoccupied with preaching and worship, they take pride in rooting out the heretics of their faith: daedra, undead, and lycanthropes. The most prevalent of these militant forces on the Gold Coast is the Order of the Hour . Will you spread the good word of The Nine? +1 Faith THE MYTHIC DAWN +1 Potential Worshipers of the Daedric Prince of Destruction, Mehrunes Dagon , the Mythic Dawn is a secretive and violent cult that seeks to liberate Tamriel from the rule of the Aedra , whom they believe were the original betrayers and usurpers of the late Lorkhan . Do you see the lies that the Empire, and the very gods, are built upon? Do you have the cunning and determination to carry forth a revolution that would change the world? THE UNFEATHERED +1 Spell Potency Word has spread of a host of towering, arcane knights in golden, gleaming armour, stationed in the Ayleid ruins of Garlas Malatar . Though their intentions and agenda are unknown, they are avidly hunting the undead and are seeking recruits, offering power and knowledge in exchange for servitude to their master: Umaril the Unfeathered, Champion of Meridia . Are you drawn by their enigmatic allure? THE WORM CULT Necromancers driven by a lust for power, they refer to themselves as the Order of the Black Worm . They follow the footsteps of their historically infamous leader, Mannimarco , who ascended into godhood as the Necromancer's Moon only 15 years prior, seeking mastery over death, to surpass mortality. Holding the age-old grudges of their master, they are directly opposed to the Mages Guild and seek to destroy and thwart them at every turn. Do you seek the power over life and death? +1 Necromancy GUILDS Below are the joinable guilds for the current season. These are mostly neutral, though professional, organizations. Membership is optional, though they do come with boons, as they are public entities willing to help those who dedicate themselves to their missions. You may only belong to one guild publicly at a time, though infiltration, deception, and secretive membership is possible. Each guild has five ranks that can be achieved, and ascension to the next rank is based off how high your Reputation is within that guild. Reputation is earned by performing guild related quests. Ascending through the ranks will get you easier access to equipment. You may belong to a guild and a faction simultaneously. THE FIGHTERS GUILD +1 Resolve A professional organization chartered by the Emperor to regulate the training and hiring of mercenaries across the Empire, the Fighters Guild is serviced to protect and support commerce by driving away monsters, beasts, and bandits, for the Legion cannot be everywhere at all times. THE MAGES GUILD +1 Lore A professional organization dedicated to the study of magicka and alchemy , who aid one another's experiments and research by pooling together their collective funds. They are mandated by the Empire to provide magical services and training to the public. Only two years ago, Archmage Hannibal Traven has banned the practice of necromancy under threat of imprisonment and death, and has sought to actively hunt them. THE THIEVES GUILD +1 Security Also known as the Children of the Shadows and the Fingers of the Fox, the Thieves Guild is a clandestine organization of professional criminals. They are actively hunted by city watchmen and the Imperial Legion, forced to gather in secret hideouts to plan their schemes. Those within the guild are not killers, taking pride in having honor amongst thieves. They take pity on the poor and target wholescale settlements rather than individuals.
- Encounters | Elder Scrolls Chronicles
Placeholder PLACEHOLDER
- Argonian | Elder Scrolls Chronicles
ARGONIAN Overview Stats & Subraces Portrayal -- Argonians , often referred to by other races as lizards or Lizard Folk (especially in a derogatory sense), are the reptilian natives of Black Marsh , a wild marshland in southeastern Tamriel . Strangely connected to the Hist , a race of sentient trees, they are largely misunderstood and considered alien to the other races of the continent. Even so, they are well known for their swift swimming, agility, cunning, immunity to disease and poison, and their capability of breathing underwater, marking them as dangerous guerrilla warriors that are fiercely protective of their home. Like every race, they have their own unique naming convention . Primary Stats +1 Endurance +1 Speed +1 Athletics +1 Intuition -2 Speechcraft +1 Slashing Resistance +5 Argonian Lotus Tolerance Subraces Sarpa Your character is a Sarpa, a feathered, raptor-like form of Argonian. +1 Intimidation -1 Athletics Naga Your character is a Naga, a scaled, serpent-like form of Argonian. +1 Agility -1 Speed Histless Your character is Histless; they were born outside of Black Marsh, and have never communed with the Hist. +1 Speechcraft -1 Intuition Dummy Text. Appearance & Culture Foreign Views The Province of Black Marsh Religion It is believed that the Hist gave Argonians a physical form similar to that of Men and Mer, so as to make their co-existence possible, from their primeval Ancestor Lizard form. But even then, any other race of Tamriel would describe the Argonians in the same way: features of lizards, amphibians, fish, or even birds. Among the most common physical traits, the Saxhleel can have webbed hands and feet, feathers, gills, spiky protuberances of bone, fins, and horns. Every Argonian has a body covered in scales, a reptilian tail, and small lidless eyes. The gender of the Saxhleel is referred to as "life-phase," and it is said that it can change at the request of any individual to the Hist. Even though Argonians in their "female" life-phase seem to have protrusions resembling mammalian breasts, they lay eggs and have no nipples. Argonians are fond of colorful tribal wrappings , decorating themselves with spines, plumes, horns, and feathers, and occasionally dressing up their tails. Culture The Argonian natives of Black Marsh prefer to be called "Saxhleel" instead of "Argonian" when referring to their kind, as the latter is an Imperial term. Any Argonian hatched outside Black Marsh are referred to as Iukiul, or "assimilated people," for they cannot hear the Hist and are disconnected from the rest of their kind. Argonians who leave Black Marsh are also considered Iukiul. This largely separate existence makes it onerous for Argonians to connect with the other races, as they do not express themselves through their facial features as the other humanoids do. Argonians usually live in tribes, each having their own customs, roles, and differing appearances. All tribes are united in their reverence and centralization around Hist trees, however. The Hist guides and nurtures the Saxhleel, sheltering their settlements and their eggs, providing sap for their rituals, and in turn, their people serve the Hist. Every tribe is led by a tree-minder who tends to the tribe's Hist and communicates with it by interpreting signs sent by the Hist. The life of an Argonian begins when a clutch of eggs is conceived by a mated pair. In colder climates, eggs hatch internally within the body, while in warmer, more suitable climates, eggs are transferred to an uxith, or nest, where they are tended to by midwives until they hatch. Hatchlings are born with the ability to walk and require less care than the young of other races. When they come of age, they undergo their Chukka-Sei, a trial of maturity that is meant to prove whether or not they are worthy of being called an adult. The trials are typically designed to test a young Argonian's skill and bravery, sometimes being conducted over the span of several days. The Saxhleel handle their dead in a very specific way. The deceased are often fitted with a wooden funerary mask and buried in the ground. A xul-vaat, or grave stake, has both honorary and practical meaning, keeping the corpse pinned and unable to rise again as an undead Bog Blight while simultaneously carrying the written story of the deceased. It tells the tale of their victories, defeats, their childhood, their friends, their dreams and their nightmares. Grave-singers tend to the dead, fashion the grave stakes, read their inscriptions, and sing the deceased a final song as a sign of respect for all those in attendance to hear. In Black Marsh, ruins of grandiose pyramid structures, referred to as xanmeers, dot the lands, bearing Wayshrines dedicated to the stars. The Argonians do not remember much about their people during the times in which they were built, having abandoned them long ago and taken to building huts of mud and woven reeds from then onward. Such architectural techniques embody their view of time and change, driving them to build structures that are intended to be temporary. Subcultures The Argonians can usually be classified into three different types: Sarpa: A feathered, raptor-like form of Argonian. Naga: A scaled, serpent-like form of Argonian. Histless: Argonians born outside of Black Marsh that have never communed with the Hist. Cultural Equivalence & Influences Much of the Argonian ancient architecture and culture is derived from the Mesoamerican civilizations of old: the Mayans and Aztec. Some small influences from Cambodia (the Khmer), Thailand (the Ayutthaya), and Indonesia (the ancient empire of Majapahit) linger in regard to their clothing. As far as physical traits go, the Argonians seem to take much inspiration from dinosaurs (the Stygimoloch) and various poisonous tropical frogs. The Argonians despise the Dunmer , and for good reason. For thousands of years, and to the current date, the Dark Elves have raided Black Marsh to take the Argonian people as slaves, dragging off entire tribes in chains, the worst being the slave raid of Thorn by the infamous House Dres . The Argonians, though mostly unsuccessful, have always resisted and retaliated against their slavers. Roughly 700 years ago, the Argonians begrudgingly aided the Nords and Dunmer in driving out Tamriel's Akaviri invaders, seeing it as an opportunity to strengthen their people. It resulted in the creation of the Ebonheart Pact , but the military alliance was not long-lasting. Shortly thereafter, high tensions bubbled over with the Altmer of the First Aldmeri Dominion who, unsuccessfully, attempted to use an anomaly known as the Mnemic Egg to commit a terrible, unforgivable crime: the severing of the link between the Argonians and the Hist in order to further their aims in the Three Banners War . They have held animosity for the High Elves ever since. 400 years ago, as a result of the Tiber War , the edges of the province of Black Marsh were assimilated into the Empire . Tiber Septim himself did not attempt to conquer the inner swamps. During the Third Era, the borders of Black Marsh have functioned mostly as a prison state, while the heart has remained outside Imperial governance. In 3E 396 , during the Imperial Simulacrum , a slave revolt escalated into the Arnesian War . Black Marsh was defeated by Morrowind, which took a significant amount of territory (and undoubtedly many new slaves). Although the enslavement of any civilized race was illegal in the rest of the Empire, the Dark Elves were allowed to continue the practice due to the favorable conditions of the Armistice under which Morrowind joined the Septim Dynasty , which allowed the Dunmer to follow their ancient traditions and maintain great autonomy in their domestic affairs. This has led to an overwhelming amount of Argonians to hold an immense hatred for the Dunmer. A lush, dense, foreboding, and dangerous swampland teeming with poisonous plants and violent predators, Black Marsh is the home of the Hist and the Argonian people, dotted with their tribes and ancient ruins. Foreign agricultural, colonial, and commercial ventures beyond the slave-trade of Morrowind have met with abject failure, for the Argonians' tribal organization has long been efficient, preventing them from being fully integrated into the Empire. Black Marsh has seven notable regions: Arnesia Middle Argonia Murkmire Norg-Tzel Shadowfen Thornmarsh The Ultherus Swamp Above all else, the Hist is revered by the Argonian people, and those born of Black Marsh are capable of wielding Hist-magic , which does not operate as conventional spellcraft does. They have their own creation myth centered around the idea that the world was created through the struggle of two spirits: Atak and the Great Root . Argonians believe in reincarnation; when an Argonian dies and their corpse is returned to nature, their soul returns to the Hist, where they will be reborn, thus they rarely hold grudges among tribes. They believe that any individual from any tribe may end up being reborn as one of their enemies, thus hating each other means hating themselves. Similar to the Bosmer , they live in the present and not the past or future. They care little for the concept of time, embracing change, which they call "vastei." To try and resist it is folly in their eyes, and Death is just another element of that change. A religious practice that Argonians partake in is called the dream-wallow, which is an experience that totes the lines between vision and reality, achieved through isolation and exposure to potent mind-altering herbs so that the participant may see beyond the physical realm. It is said to be capable of physically manifesting objects into the material world. The only other entity that the Argonians worship, which is a being that even the Hist acknowledges, is the embodiment of Death and the Void : Sithis . The Clutch of Nisswo , a group of wandering priests, and the Shadowscales , a monastic order of assassins and enforcers, are longstanding religious bodies that serve the Argonian people in Sithis' name.
- Khajiit | Elder Scrolls Chronicles
KHAJIIT Overview Stats & Subraces Portrayal -- The khajiit are a feline species of beastfolk hailing from the warm deserts and lush jungles of Elsweyr . Agile and quick, with sharp claws and sharp minds, the khajiit tend to be regarded as dextrous thieves or cunning schemers by most races of Tamriel. Those traits along with their unique anatomy had earned them a certain reputation. However, there is far more to the felines than Skooma addicts and cat-burglars. Unlike most races of Tamriel, the khajiit do not strictly separate the gods and spirits they worship between Aedra and Daedra. While they deem themselves to have been created by Azurah , their culture is far more centered around the worship of the moons of Tamriel and the Lunar Lattice , that influences their lives so deeply as to affect their morphology. Outside of Elsweyr, khajiit clans are virtually alien to most, and they tend to form communities or live as outsiders to most societies. Primary Stats +1 Agility +1 Intelligence +1 Acrobatics +1 Sneak +1 Potential Permanent Nightvision +3 Skooma Tolerance +5 Moon Sugar Tolerance Furstocks Cathay Your character is of the Cathay furstock. They are among the most commonly seen Khajiit throughout Tamriel. Cathay have plantigrade legs. No changes Ohmes-Raht Your character is of the Ohmes-Raht furstock. Ohmes-Raht look similar to Bosmer in many ways. They have Elf ears and a feline tail. Ohmes-Raht have plantigrade legs. +1 Speechcraft -1 Intuition Suthay Your character is of the Suthay furstock. Their role in Khajiit society is believed to involve being prepared for the end of time. Suthay have digitigrade legs. +1 Faith -1 Acrobatics Tojay Your character is of the Tojay furstock. They are known for their prowess with the arcane arts. Tojay have plantigrade legs. +1 Willpower -1 Agility Tojay-Raht Your character is of the Tojay-Raht furstock. They are known for their prowess with the arcane arts. Tojay-Raht have digitigrade legs. +1 Willpower -1 Agility Pahmar Your character is of the Pahmar furstock. They are known for their large size and impressive strength. Pahmar have plantigrade legs. +1 Strength -1 Agility Dummy Text. Appearance & Culture Foreign Views The Province of Elsweyr Religion The Khajiit are the more 'outlandish' of the peoples of Tamriel. They are unique in more than one aspect, and they are as varied as the phases of the Moons. Their very biology is influenced by the moons, sixteen phases for sixteen furstocks , widely varied and different from one another. These differences, whilst deterministic in nature, are far more of a curiosity to outsiders than they are to khajiit themselves. A familly of a Senche father, a pahmar mother having given birth to an alfiq, an ohmes and two cathays is something that would be considered a 'normal Elsweyr familly'. The outfits of the felines of Elsweyr vary greatly mainly depending on the region they are originally from. After the dissolution of the sixteen Kingdoms and the enforcement of the Riddle'Thar by Mane Rid-Thar-ri'Datta , the two main dominant cultural styles are those of the Kingdom of Ne Quin-al in the north, warrior-like and pragmatic, opposed to the southern style of the Kingdom of Pellitine , lush, opulent and luxurious. Culture The moons, Masser and Secunda, or Jone and Jode in their tongue, hold a central role in both the religious and biological life of a khajiit. The moon phases influence the catfolk. A khajiit will be born of a specific breed, or furstock , depending on the current phase of the moons. Sixteen phases for sixteen different furstocks. Yet, there is a unique, seventeeth furstock, born only when Masser and Secunda are aligned, called the Dark Moon by the khajiit. During the Dark Moon, a Mane is born, to be the reincarnation and successor to the previous one. Thus, the Mane carries the wisdom and responsibility of all Manes before them, and lead the Khajiit on both a spiritual and political level. The unique and outlandish nature of the khajiit beliefs is rooted deeply in their society. The cat-folk do not believe in laws or rules, and have a very 'case-by-case' approach to life. They even call laws "thjizzrini" in ta'agra , "foolish concepts". This chaotic nature, believed to be a heritage of Padomai, makes the khajiit often seen as untrustworthy thieves, peddlers and skooma-dealers by outsiders. Whilst they do have some degree of truth in those claims, the khajiit way is far more complex and nuanced. Furstocks The phases of the moons, Jone and Jode for the Khajiit, deeply affect their morphology. Aside from the Alfiq easily mistaken for housecats, the bestial Senche often used as battle-mounts, the small Dagi , the mer-like Ohmes and the gigantic Pahmar-Raht , the playable furstocks are... Ohmes-Raht : The Ohmes-raht can easily be mistaken as men or elves. Just as men, they also walk on their heels. In contrast to men and mer, the body of an Ohmes-raht is covered by light fur, and they do have a tail. It is said they can be found among kings of men. Ohmes-raht are born when Masser is new and Secunda is waxing. Cathay and Cathay-Raht : The cathay and cathay-raht are the most commonly seen furstocks outside of Elsweyr. They have plantigrade legs (human-like feet). Usually stronger among their peers, they have a sharp mind in a strong body and would often work as swords-for-hire, dock-hands or thugs. The khajiit caravans that travel across Tamriel are often escorted by Cathay or Cathay-Raht. The Cathay-Raht are, however, slightly taller than regular cathay, without being the hulking felines that are the pahmar. This characteristic is what makes them far more common than their more formidable cousins amongst the armed groups of Tamriel. Cathay are born under when Masser is waxing and Secunda is full. If Secunda is waxing as well, the cathay-raht are born. Suthay and Suthay-Raht : Suthay are much similar to the cathay, yet they are slightly smaller. Unlike the cathay, they have digitgrade legs (catlike paws) and are said to be prepared for the end-times within the khajiiti society. The suthay are known to be good jumpers, agile, sneaky and having a bold spirit. This makes them good adventurers and traders. They are however not as good warriors as Cathay-raht. They tend to have sharp claws and feline features, as well as varied and widely different shapes and patterns of feline nature on their furs. Suthay are born when Masser and Secunda are new, and when Secunda is waning, the suthay-raht are born. Tojay and Tojay-Raht : The tojay and tojay-raht are two furstock rarely seen outside of Elsweyr. Tojay have plantigrade legs, and tojay-raht have digitgrade legs. These specific furstocks are more adept in mysterious magics than the other furstocks, and often embrace more spiritual or almost shamanistic ways than their counterparts. Excellent hunters, spellcasters, dancers and spellblades, they show a profound connection to magicka, yet are a rare sight among the khajiit. Tojay are born when Masser is waxing and Secunda is new, and if Secunda is waning, Tojay-Raht are born. Pahmar : The Pahmar are one of the most formidable furstocks, save except for the mighty senche-raht and the pahmar-raht. Towering above even the biggest of khajiit, they are excellent warriors and have plantigrade legs. Their furs and appearances are far more tigrine in nature, and are often a source of fear amongst outsiders. Mighty warriors, they are often guards to the Mane or important political or religious figures. Yet, their size and strength makes their adaptation to outside societies difficult, and their bestial features make them rarely leave their homelands. Pahmar are born when Masser is full and Secunda is new. Cultural Equivalence & Influences The cultural references for the khajiit are mainly a blend between Persian, Arabic and Hindu references. The claw-dancing is akin to Shiva's Yoga, where their warrior culture and codes are more akin to the Sengoku Era bushido, along with the spiritual and political nature of the Mane (compared to a Japanese emperor) and the local kings (shoguns). These references are equally blended and shown in their vestimentary styles and architecture (southern moon sugar fields akin to rice fields, where northern temples and deserts are a blend of Persian and Hindi). The History of Elsweyr is a topic in it's own. Particularly rich , the region has never been a calm and peaceful one. During the Merethic Era, Elsweyr had a system of shared governance, where each of the Sixteen Kingdoms would lead the region's policies during their own moonphase. However, the Thrassian Plague has hit Elsweyr harder than most of the rest of Tamriel, and this cycling governance was no longer sustainable as a political regime. The remaining survivors of the plague unified under two banners, the northern Kingdom of Ne Quin-al and the sourthern Kingdom of Pellitine. For several centuries, the two kingdoms were at each others throats, until the Riddle'Thar epiphany of The Mane Rid-Thar-ri'Datta had thus devised the Two Moons Dance, as a new system of both political governance and religious belief. Elsweyr has not remained a self-governed province for long, however, and during the Second Era, as compensation for the Aldmeri help to fight the Khanaten Flu , the khajiit have joined the Aldmeri Dominion in the Three Banners War . Further strife was brought south by Tiber Septim at the End of the Second Era, where the founder of the Septim dynasty constructed and activated the famed Numidium in the Halls of Colossus of an Annequina under Imperial Occupation. The Khajiit are an unruly folk that do not accept the rule of foreigners easily, as mighty as may they be. Rebellions were numerous, such as the one under the rule of Pelagius Septim II , where Torval opposed the imperial rule so vehemently the Empire had to borrow money to pay mercenaries in order to quell it. During the Imperial Simulacrum a conflict between Valenwood and Elsweyr escalated. In 3E 395 , Bosmer invaded Torval, slaying thousands of citizens as retaliation for, as they claimed, Khajiiti bandit attacks. This Slaughter of Torval marked the beginning of the Five Year War for the Khajiit. The Bosmer date its beginning back to 3E 394 . After a lost battle at Zelinin , the Khajiit won the upper hand in all following battles: the Heart of Anequina , 3E 396 at Fort Sphinxmoth , Athay and Vindis . The Khajiit occupied both banks of Xylo River in Malabal Tor . At the end of the Imperial Simulacrum, with Emperor Uriel Septim VII back on the throne, the Empire tried to give back the land to the Bosmer. But Khajiit had already settled down in the area and refused to leave, leaving the Empire to leave the situation, possibly convinced that the land rightly belonged to the Khajiit by ancient treaty, and not to cause another conflict Around 3E 432 there has been another conflict this time between Elsweyr and the County of Leyawiin . A long lasting dispute was resolved by an agreement between the Mane and Marius Caro , Count of Leyawiin, leading to a loss of territory for Elsweyr comparable to the win of the previous Five Year War. This agreement however is not accepted by all Khajiit, many of which still harbour a deep dislike for those who they see "stole" their land. The name of the region comes from an old khajiiti saying : "A perfect society is always found elsewhere", and was adopted as the name for the Elsweyr Confederacy born of the marriage of King Kiergo of Anequina and Queen Eshita of Pellitine in 2E 309. The separation between the north and the south of the region is both cultural and geographical, in both customs, architecture and traditions. Where the more dangerous and harsh deserts of Anequina breed the more hardy and pragmatic northerners, the southerners see them as unsophisticated brutes. When the anequinans look south however, they see decadence and drug-abuse, instead of artists, merchants and residents of lush green jungles. The Khajiit believe they have been made by Azurah to be the smartest, the quickest and the best climbers of all people of Tamriel. The most beautiful too. It comes as no surprise they do not adhere to the usual separation between Aedra and Daedra, and worship the spirits and gods in a different manner to most of the other races. Thus, the khajiit worhsip a Pantheon of gods and spirits , and steer to remain True Cats to be granted access to Lleswer, the khajiit paradise promised by Azurah. The mastery of the spirit and the body go hand-in-hand in the following of this 'Path', and are crystalised in the khajiiti Claw-Dancing . Within this unique belief system, they are believed to be the protectors of the ja-Kha'jay, or the Lunar Lattice , and whenever something attacks and threatens its integrity, the Khajiit are the people who need to set it right.
- Rules | Elder Scrolls Chronicles
Community Rules Roleplay Rules Server Culture COMMUNITY RULES 1. Don't be a dick. The golden rule applies: treat others as you wish to be treated. 2. If someone says stop, stop. Doesn't matter if it’s politics, NSFW, or other controversial topics―if someone asks you to change the subject or not post something, give it a rest and move on. If you think someone's taking the piss with it, stop anyway and then raise a ticket. 3. No NSFW or politics. Don't post porn or screenshots of naked characters in the discord. Don't discuss current political events or ideologies. That being said, Chronicles is an LGBT-friendly space and we will not allow this rule to be weaponized against LGBT self-expression. 4. No far-right/fascist material or imagery. Memes containing dogwhistles, nazi iconography or other hateful extremism will be removed. Repeat offenders will be banned. Chronicles is an inclusive space and we will not tolerate the intolerant. 5. Staff and players shall exercise their best judgement at all times. We won't always be able to cover every scenario and also keep rules lightweight. Volunteer Staff, FirstLaw, and Xynrael will always do their best to handle things fairly. Don’t try to be a lawyer. 6. Show mutual respect. We want everyone to have a good time here, but engaging in bad faith won’t be tolerated. 7. If you have an issue with a staff member, make a Custodian Ticket. Tell FirstLaw or Xynrael about it. We are very dedicated to ensuring our team is fair and just, and if you are being abused we will put a stop to it. ROLEPLAY RULES 1. You are always IC. You can build OOC, but if someone wants to interact with you, you must go IC. If you’re logged in and not building, you’re IC. Stop when running into other characters, even if it’s just to emote "/me runs by". Give them a chance to interact if they want to. 2. Respect OOC boundaries. Consequences for actions is reasonable in RP, but don’t try to force others into permanent captivity/slavery, torture, bondage or mutilation/maiming without their consent. You may hold another character captive for 2 hours without OOC consent. 3. Be aware of your own boundaries. You may revoke OOC consent any time during a scene. If you decide after the fact that you didn’t like something, we can’t help you. 4. No sexual assault, necrophilia, or bestiality. Period. If you feel you need to ask for clarification, chances are you shouldn't be doing it. Vampires and Khajiit/Argonians (anthropomorphic) are OK. Player consent is not acceptable; characters must consent. We monitor for such content using keyword alerts. You will get caught and banned if you do this. 5. No pregnancy or children. Any characters depicted must be 18+. You may refer to off-screen children or family in your backstory. Characters must be shelved or retired if you want to roleplay them having children. 6. No voyeurism. If you come across intimate/sexual roleplay, ask for permission before interacting, and don't stick around if they aren't okay with it. 7. No erotic roleplay for Monster Play. When you are playing a Monster character, you are not permitted to ERP. You will be banned from Monster Play if you break this rule. 8. No metagaming. If you saw it on Discord, you don't know it IC, unless it's in the IC Rumors channel. 9. Dice rolls are a suggestion, except for PvP. You can roll dice as you please, but you cannot force others to RP a certain way in response to using dice. For best practice, you should ask OOC if they're OK with respecting a dice roll before you do it. SERVER CULTURE ― A message to the community, written by FirstLaw, the server owner. Concerning Nepotism Staff favouritism, and preferential treatment in general, is a common issue that plagues many Conan Exiles roleplay servers both historically and currently. The vast majority of veteran players in this community usually have stories they can share of such unpleasant experiences, where the power entrusted to people responsible for managing the server has been abused for personal benefit. I strongly believe that nepotism―or rather, let's call it what it is, corruption―is the most corrosive and toxic thing that can ruin a community with a hierarchy. Once it starts, it is extremely difficult to remove, and even more difficult to restore the reputation and trust of a management team once the damage has been done. It is the first and absolute priority of myself personally, as well as Xynrael and any other Custodians that may join us in the future, to ensure that staff corruption does not destroy this community. It is more important to us than anything else; game imbalance can be patched, toxic players can be banned, performance issues can be repaired. What can almost never be recovered is the trust and goodwill of a community after it is lost. Members of the staff team on this server go through an interview process and vote between the Custodians and Staff Leads, and we take reports about their past behaviour into account. Those who have joined our team are people that I personally believe can be trusted to be impartial, fair, and responsible when it comes to exercising the power their role has given them. Our server's systems often rely on good judgment and referee calls from our staff, especially Narrators. Betrayal of that trust will be taken extremely seriously. Staff members who are found to have performed a case of gross favouritism, or demonstrate repeated patterns of behaviour, will be thoroughly investigated by the Custodian team. Corrupt staff members will be banned from the server. If you have concerns about a member of the team, please inform us via Custodian Ticket so that we can investigate appropriately. I hope that this provides some security and confidence to those who have been burned by this issue in the past. Concerning Backchannels & Gossip I keep my team under a strict code of ethics. I feel very strongly that we have a duty of care towards players who choose to play on this server, because you are willingly accepting our authority as referees and decision-makers for your experience. We cannot do that without being worthy of your trust, so I go very far out of my way to keep a clean house and prevent player abuse. We have a system in place for whistleblowing, and I stake my personal reputation on that system working and protecting your identity. That being said, there is another side to the coin. There is a proper way to report staff abuse. In a Custodian Ticket, you can vent as much as you want to; express yourself however you see fit, I won't pass any judgment or break your confidence. It can be emotionally stressful to be abused by someone with authority and I'm very sympathetic to that experience, I've been there before. I will listen to you, and I don't care if you say heated things in a Custodian Ticket. However, I expect the absolute best from my people, and so I also will not tolerate abuse towards them. If I am sent screenshots or other proof of insults, bitching, or nasty toxic discourse about my staff in relation to ESC, I will likely ban you from the server. You have a correct path for challenging staff behaviour. Please use it. Communities are built on trust and a social contract. I promise to you that staff will not be permitted to abuse you. If you break that contract and abuse them, I will respond just as severely. Staff are volunteers and deserve to have a good time here just as much as any player. Treat them with respect, and you will have respect in turn.
- Nord | Elder Scrolls Chronicles
NORD Overview Stats & Subraces Portrayal -- Nords , sometimes called the Northmen or the Children of the Sky, are a proud, hardy, stubborn, and passionate human people with a natural resistance and acclimation to the cold mountains of their homeland: the northern province of Skyrim . Known across Tamriel as brave, fierce, enduring warriors of brawn, they often fill the roles of soldiers, mercenaries, and guards across the continent, excelling in all manner of warfare and garnering a militant reputation that their neighbors are oft wary of. They originally hail from the far northern realm of Atmora , having sailed south to Tamriel in ancient days under the famed leadership of Ysgramor . Like every race, they have their own unique naming convention . Primary Stats +1 Strength +1 Endurance +2 Resolve +1 Intimidation +10 Stamina +3 Frost Resistance +1 Physical Resistance +3 Alcohol Tolerance Subraces Eastmarcher Your character is of the Eastmarcher culture, known for their hardiness, pride, and distaste for foreigners. +1 Blunt Resistance -1 Frost Resistance Westholder Your character is of the Westholder culture, known for their welcoming nature and bardic traditions. +1 Personality +1 Speechcraft -1 Strength -1 Intimidation Skaal Your character is of the Skaal, from Solstheim. Cousins to the other Nords, considered more primitive by some. Known for their more 'stone-age' fashion, and their unique religion. +1 Faith -1 Intimidation Dummy Text. Appearance & Culture Foreign Views The Province of Skyrim Religion The tallest of all the Tamrielic human races, Nords are fair-skinned and mostly fair-haired, tones of blonde, red, auburn, chestnut, and earthy brown being the most common among their people. Styles of their hair have a wide variety, ranging from long and flowing, shoulder length tresses to shorter cuts. Braids are looked upon favorably and beards are by no means uncommon amongst the men. Their eyes usually range between blue, grey, hazel, brown, and the rare green. Broad shoulders and squared facial features are more prevalent than not, among both men and women. Most Nords, like their homeland and their culture, take on a more rugged look, not caring about aesthetics as much as other races might. They dress to fit the climate in which they live, but much of their attire is usually practical, able to weather a storm―crafted from animal skins and cotton. In the colder climates, they frequently dress themselves in furs of various colors. Some Nords take a liking to warpaint and tattoos, either for personal reasons or for ancestral pride. Culture Strength and skill are respected most of all by the Nords, but it is tempered by superstition born from the old ways. The heavier the influence of the ancient Nordic traditions, the stronger the wariness and intolerance they hold for outsiders and those different from them. While magic used to be held in high regard with the reverence of Shor , it dwindled overtime, tainted by the poor experiences of the Nords with the Dragon Cult , the Falmer , and the recent madness of Queen Potema . Magic is distrusted, seen as dangerous in its power and volatility. In the same vein, there is a general resentment that all Nords feel for elves, ingrained in them from bygone days of Falmeri wars that have resulted in Nords of the current era blaming all of their unexplained misfortunes on the Falmer and their vile ways. Tradition in the old holds of Skyrim leads young men to venture out into the icy wastes in the dead of winter to battle and defeat an Ice Wraith in order to claim citizenship. Nords also practice wergild, a traditional rite of retribution where, when a life is taken, a life must be accounted for in return, either through blood or material payment. Nearly all Nords garner a love for music and mead and are known for their warm, hearty feasts. Farming is a difficult thing in Skyrim, and as such, meat and berries make up a majority of the Nord Cuisine : wild game, fish, large roasts, and rustic desserts. Nordic architecture is as stubborn and enduring as their people, lasting hundreds of years, built partly underground to conserve heat. Stone is used for a base, wood for support, and straw for the roof. Subcultures The Nord people fall roughly into three different groups: Eastmarchers: Nords of the old holds, known for their hardiness, pride, and distaste for foreigners. Westholders: Influenced by Imperials and Bretons , these Nords are known for their welcoming nature and bardic traditions. Skaal: Originating in Solstheim , the Skaal are cousins to other Nords, considered more primitive by some and known for their more archaic fashion and unique religion. Cultural Equivalence & Influences Nords are heavily influenced by the Norsemen of Scandinavia and northern Germany, who were prevalent in the Early Middle Ages. Their aesthetic matches closely to the Vikings, though they are not as seafaring. The Skaal are very similar to the Sami people of Finland, especially in the context of being somewhat removed from the greater Norse culture. Dovahzuul, the language of dragons, is inspired by ancient cuneiform and Old English. Nearly 400 years ago, the Nords stood against Tiber Septim in their seizing of Sancre Tor . After Tiber Septim reclaimed it in 2E 852 , however, the Nords were absorbed relatively peacefully into the Empire . Many Nords have supported their families through employment with the Imperial Legion since. The most recent notable event of the Nords is their participation in the War of the Red Diamond roughly 270 years ago. Skyrim supported Queen Potema against the greater Empire, fighting for seventeen years in a gruesome civil war that unraveled the madness of the Wolf Queen, who turned Solitude into a "land of death" with her unbridled use of Necromancy and daedric summoning, allegedly even turning generals and servants into the undead. It is whispered that the sickness of her mind was so potent that it was responsible for the infamous madness of her successor in Solitude: Pelagius the Mad . Queen Potema was defeated and slain, and in the wake of her fall, an underground movement in Skyrim, called the Hörme, rose. It is their belief that the Wolf Queen and her deposed son, Uriel III , were the last of Tiber Septim's true blood. In her name, they continue to lead raids against Imperial interests in Skyrim. A cold and mountainous region known as the Old Kingdom, Mereth, or the Fatherland, Skyrim is the northernmost province of Tamriel dotted with ruins and the scars of past wars. It is ruled by the High King, who is chosen through the Moot , a convention of the regional rulers of the realm―the Jarls . A jarl presides over each hold of Skyrim: Eastmarch Falkreath Hold Haafingar Hjaalmarch The Pale The Reach The Rift Whiterun Hold Winterhold "A Nord is judged not by the manner in which he lived, but the manner in which he died." To die honorably and valiantly is to secure one's afterlife in Sovngarde , the Hall of Valor―a place of unending bliss and camaraderie, frozen in time. It is this belief that give the Nord people hope to commit acts of bravery and to endure their harsh lands and their harsh lives, for there is a grim truth for all pious Nords: Alduin, the World-Eater, will eventually devour the world. All other souls who pass peacefully will travel to Aetherius instead of Sovngarde. In ancient days, when Ysgramor brought the Five Hundred Companions back to Skyrim, they brought with them the worship of animal gods. These aspects eventually evolved into the gods of the Nordic Pantheon, which has been adopted by the majority of Nords of the current era. The exception to this are the Skaal of Solstheim, who carry on the old tradition of animal worship and the veneration of all nature. To them, life and the world itself is seen as the gift of a benevolent, unknowable creator called the All-Maker. The Nordic Pantheon consists of... Kyne , The Hawk, goddess of the storm, widow of Shor, and head of the pantheon. She gave men the storm voice, the Thu'um , by breathing life into them at The Throat of the World . It is for this reason that the Dragonborn are revered by the Nords, weaving great stories and worship to Talos , the ascended Tiber Septim, and Wulfharth . Mara , the She-Wolf, mother goddess and handmaiden of Kyne. Jhunal , the Owl, god of runes and hermetic orders. Shor , the Fox, the dead god and ruler of Sovngarde. Stuhn , the Whale, god of ransom, fraternity, and justice. Dibella , the Moth, goddess of beauty and artistry. Tsun , the Bear, god of trials against adversity. He died defending Shor and became the guardian of the bridge to the Hall of Valor. Orkey , the Snake, the god of mortality. He, alongside Herma-Mora and Mauloch , are named the Testing Gods―feared and warded against by Nords instead of worshiped. Alduin , the Dragon, god of twilight and eater of worlds that will inevitably cause the next cycle. The ancient Nords honored their dead by building great barrows with subterranean crypts, though in contemporary times, Nords native to Skyrim fill an urn or coffin in one of the local Halls of the Dead. They continue to honor their ancestors by placing offerings in or at their graves.
- Crafting & Gathering | Elder Scrolls Chronicles
Placeholder PLACEHOLDER
- Home | Elder Scrolls Chronicles
The Elder Scrolls CHRONICLES
- Imperial | Elder Scrolls Chronicles
IMPERIAL Overview Stats & Subraces Portrayal -- Imperials are the well-educated and well-spoken natives of Cyrodiil , the central province of Tamriel . They are most known for their discipline, diplomacy, respect for the law, and the training of their citizen army. Each era is known for which Empire took control over the continent, and the Emperor rules from the Imperial City . Like every race, they have their own unique naming convention . Primary Stats +2 Personality +1 Blocking +1 Slashing +1 Faith Subraces Nibenese Your character is of the Nibenese culture, known for their tattoos, religious customs, and brightly-coloured fashion. +1 Mysticism -1 Slashing Colovian Your character is of the Colovian culture, known for their hardiness, self-reliance, and warrior spirit. +1 Resolve -1 Faith Hakoshae Your character is of the Hakoshae culture, descendants of the Akaviri, known for keeping ancient Tsaesci traditions alive. +1 Lore -1 Faith Dummy Text. Appearance & Culture Foreign Views The Province of Cyrodiil Religion The defining feature of the Imperial Culture is their cosmopolitan nature. Emperor Tiber Septim , who founded the Third Empire around 400 years ago, took elements from Akavir , Colovia , Nibenay , and even High Rock and merged them together to make what Cyrodiil is today. Though there are still bigots, most Imperials are the least racist of all the races and are known for their civility and meritocracy. Their skin and hair color varies depending on their subculture, but as a Race of Man they appear entirely human. Many of their buildings are made using limestone, though the architecture of each city is greatly influenced by the Province closest to it while the Imperial City itself is an ancient and Ayleid . Unlike their architecture, their food is seen as straightforward. Imperials believe Aetherious is Heaven, a plane of pure Magicka and the seat of the Nine Divines . They bury all of their dead, becoming frequent picking grounds for Necromancers . Subcultures There are three known sub-cultures of Imperials; Colovians , Nibenese , and Cyro-Akaviri, also known as Rim-Men . Colovians are from the Western half of Cyrodiil and are heavily influenced by their Nordic Roots. They possess the 'Frontier Spirit' of their ancestors and live a simple life of heartiness and religious fervor. They refer to Shezzar as "Shor." . They enjoy wearing fur pelts, pointed helms, and martial attire. Colovians are on the paler side of Imperials with lighter hair and eye colors., Nibenese are from the Eastern half of Cyrodiil, with a subsect located in the very center known as Heartlanders . Descended from the ancient Nedes , they dress for gaudy fashion rather than functional clothes. They embrace a love of philosophy and their historical origins, seen through their colorful tapestries, elaborate ceremonies, and unique tattoos that reflect their religion, politics, lifestyle, etc. They are also known for their battlemages and are on the darker spectrum of Imperials with olive complexion, dark hair, and dark eyes., Cyro-Akaviri are Imperials who are descended from the Tsaesci that served the Second Empire. After the start of the Interregnum , more than 800 years ago, many fled to Elsweyr . They are heavily influenced, in appearance and culture, by the Akaviri . Cultural Equivalence & Influences Imperials share many similarities with the Roman Empire overall, both in culture, the Legion , and clothing. The Nibenese are heavily influenced by Greek and early Italic people while the Colovians are closer to Slavic people regarding the names of their cities and language, and Iberian in their architecture. Those descended from Akaviri represent several different cultures; their appearance is East Asian, their clothing and weapons are feudal Japanese, and their culture is heavily influenced by Ancient Chinese. The General Tiber Septim , under the name of Talos, led a campaign of conquest in the name of the King of Falkreath, Cuhlecain . After his king's demise, Tiber Septim continued and finished his campaign, unifying the entirety of Tamriel under his banner after last redoubts of resistance in the Summerset Isles were subjugated with the use of the Numidium in 2E 854. He then would be known as Emperor Tiber Septim and ascend to godhood as Talos, the Ninth Divine. What followed were almost three centuries of relative stability within the Imperial Provinces, with a few exceptions like the bloody War of the Red Diamond between Queen Potema, the Wolf-Queen of Solitude, and the empress Kintyra II. The Empire lost and won land back and forth, with the exception of the defeat of the Elven empress Katariah , who led a punitive campaign against the provice of Black Marsh that resulted in the death of the empress and the secession of the land of the Argonians in 3E 200. The most recent important event was the invasion of Akavir by the emperor Uriel V , in 3E 268. The preparations lasted for two decades until 3E 288, when the invasion was launched. At first it was a great success, the imperial hosts capturing two cities which would be renamed to Septimia and Ionith . Uriel V's plans would be foiled, however, with the Battle of Ionith in 3E 290 when the Emperor was ambushed and decided to hold off the Tsaesci forces along with a small cohost to allow the rest of his army to retreat, dying a heroic death. Now, some 200 years later, Uriel VII stands as the emperor of the land following the defeat of Jagar Tharn . A rather unpopular emperor but he is quite skilled. He stands to lead the Empire to further greatness. The home of the Imperial race covers several regions of various biomes; The Nibenay Basin The Great Forest The Colovian Highlands The West Weald The Gold Coast The Jerall Mountains The Valus Mountains Blackwood It is split between 10 City-States; Anvil is an important but lawless port city that declared its independence 100 years ago. Bravil is a traditional Nibenese city still loyal to what remains of the Empire and overseen by a Mayor. Bruma is far to the north, perpetually covered in snow and influenced greatly by its Nordic neighbors. Cheydinhal is the youngest and smallest city, located far to the east. Chorrol is a focal point for merchants and trading. The Imperial City is the heart of every empire as well as Cyrodiil proper. Originally built by Ayleids, the White-Gold Tower marks the iconic center of the city, where the emperor rules. Kvatch is home to the Order of the Hour and is one of the oldest cities. Leyawiin is located in a swampy area and credited with the creation of the Imperial Bear Cavalry . It remains a chokehold for large vessels trying to travel up the Nibenay River . Skingrad is known as the "Gem of Old Colovia," representing the virtues and values of Colovians. Its vineyards are heralded for the best wines in the region. Sutch is the largest city and trade center in Cyrodiil, second only to the capital. The Imperial Cult is the main religion in Cyrodiil. It consists of The Nine Divines , also known as Aedra and Shezzar , the Missing God. Other deities that are considered part of the Imperial Cult are Reman, The Cyrodiil , a cultural god-hero, and Morihaus , the lover of Saint Alessia and son of Kynareth. The latest addition to the Imperial pantheon was Talos , the hero-god that founded the Third Empire. Akatosh the Dragon God of Time and chieftain of the Divines. Arkay the God of Cycles, specifically that of life and death. Dibella the Goddess of Beauty, Art, and Music. Julianos the God of Wisdom, Logic, and Magic. Kynareth the Goddess of the Heavens, Winds, Sea, and Rain. Mara the Goddess of Love, Fertility, and Agriculture. Stendarr the God of Mercy and Justice. Zenithar the God of Honest Work, Commerce, and Wealth. Talos the God of Mankind. The Imperial Saints are pious individuals venerated by the Imperial Cult. They are believed to be blessed by the Divines with a second sight to see the world differently. They are buried in graves in Green Emperor Way . Saint Alessia , Patron Saint of Humanity. Saint Balyna , Patron Saint of Mara. Saint Coellicia , Patron Saint of Martyrdom. Saint Jahn, known by the plant St. Jahn's Wort . Saint Kaladas the Architect , Patron Saint of Zenithar. Saint Pelinal Whitestrake , the Divine Crusader. Saint Topal the Pilot , Patron Saint of Leyawiin and the first known Aldmer to explore Tamriel. Imperials have a history of restricting, and even banning, any faith that isn't the Divines . Despite this, there are several cults outside of this popular pantheon. Daedric Princes are controversial, though despite this, they aren't banned in Cyrodiil due to the Charter Act with the Mages Guild allowing them to summon daedra . The Colovians, known for being especially loyal to the Divines, hate the daedra and their worshipers while the Nibenese are far more inclined to worship them. Sethiete , also called 'Seth,' is worshiped across Tamriel. Several faiths were banned after the Alessian Rebellion , falling out of favor even well into the Second and Third Empire. Magnus is recognized as an Aedra, but he is not worshiped because, "Though He gave much, He did not give all." His gift of magic is considered a dubious contribution. Y'ffre . Sheor . Phynaster is considered heretical and still prohibited. Sithis , despite being recognized across Tamriel, isn't publicly worshiped, save by assassin guilds.
