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- Monster Play | Elder Scrolls Chronicles
Monster Play Mechanics Catalog: Tier 0 Catalog: Tier 1 Catalog: Tier 2 Catalog: Tier 3 Catalog: Tier 4 MONSTER PLAY Monster Play allows players to portray non-sentient or partially-sentient creatures in the Elder Scrolls universe, allowing for opportunities to be villainous, trouble-making antagonists that cause mayhem and chaos! To begin Monster Play, you do not need to create an alternative Steam account like with previous iterations. You do, however, need to activate Monster Play via one of the designated NPCs found in the major cities . After doing so, you will be able to toggle Monster Mode. When enabled, your RPR sheet will be swapped for your monster's and most commands available to normal players will be disabled. In order to enable Monster Mode, find one of the 3 taverns in the world: Brina Cross Inn, on the Gold Road. The Flowing Bowl, in Anvil. The Champion's Arms, in Kvatch. Interact with the Glass Purple Diamond and enter from there. In-Character, your character is 'resting' in a rented room during this time, as Monster Play is not relevant to your actual character. Monster creatures do not level up, acquire experience, gather materials, fight Encounters , or otherwise engage in most of the activities normal Player Characters perform. Instead, monster creatures have a predetermined stat sheet, given to them at creation, that unlocks a selection of spells, techniques, and abilities appropriate to the monster. All monsters are unable to equip gear. If appropriate, and entirely at their discretion, the Narration team may choose to grant new perks or other abilities to a monster. Monsters are expected to focus entirely on their roleplaying and providing content for others. They are also expected to be capable of engaging in conflict immediately after creation, which is why they do not engage in the same progression/growth mechanics as normal characters. Grouping / Teaming Up Monsters are allowed to team up with other monsters to attack players. However, there are some limitations to this dependent on monster tier. The highest level monster within the party determines the limitation. Tier 0: No limit. Tier 1: 4 monsters maximum. Tier 2: 3 monsters maximum. Tier 3: 2 monsters maximum. Tier 4: 1 monster maximum. Defeat & Victory In Monster Play As a monster, victory will yield additional rewards to enable acquiring stronger monsters and potentially traits for your current one. As a player, victory will yield Hunter's Marks, explained in a separate section below. As a monster, defeat will also yield rewards, though of different variety. As a player, if you are mauled by a T4 Monster, you will have the Heavily Scarred status for 5 days. This gives no debuff. However, if you are mauled again by a T4 Monster, this will transform into a semi-permanent attribute Debuff, slowly healable over a long period of time. Seek healers in Master of Restoration or Faith to slowly heal this scar. (Or if you are one yourself, you may perform an attempt.) - Monsters now have specific Battle Goals, with access to some normal battle goals aswell: Scurry and Scatter - +2 Defence, +1 Speed, -5 Damage. Effects fade at Round 4. Dangerous Wrath - Requires Monsters outnumbered 3:1. +10 Health, +3 Damage, +1 Accuracy, +3 resistances. Always acts first. Monstrous Wrath - Requires Monsters outnumbered 5:1. +20 Health, +5 Damage, +2 Accuracy, +6 resistances. Always acts first. Vengeance of the Pack - Requires Monsters outnumbered 3:1 and 5 Demise. Spends 5 Demise. +10 resistances, +1 Speed, +5 Damage, +3 Accuracy, +30 Health, +5 Potential. Always acts first. Monster-specific Battle Goals Monsters now have specific Battle Goals, with access to some normal battle goals as well: Scurry and Scatter - +2 Defence, +1 Speed, -5 Damage. Effects fade at Round 4. Dangerous Wrath - Requires Monsters outnumbered 3:1. +10 Health, +3 Damage, +1 Accuracy, +3 resistances. Always acts first. Monstrous Wrath - Requires Monsters outnumbered 5:1. +20 Health, +5 Damage, +2 Accuracy, +6 resistances. Always acts first. Vengeance of the Pack - Requires Monsters outnumbered 3:1 and 5 Demise. Spends 5 Demise. +10 resistances, +1 Speed, +5 Damage, +3 Accuracy, +30 Health, +5 Potential. Always acts first. All credit to jenghin2008 for most of the pixelated sprites that we use in the catalog below! Tiers Tiers represent the scaling of monsters. Each type of monster can evolve through the tiers, becoming stronger and more dangerous with each new tier. When you first begin playing a monster as a new initiate of Monster Play, you will start at Tier 0 and Tier 1. Each tier has a set amount of lives. Once your lives run out, you lose that monster. You may represent a higher tier creature within its chain of evolution as a pack / group of its lower tier counterparts, if you wish. Tier 0 (Level 0): The scum of the scum. Winning is practically not an option for this tier. Survive if you can! Infinite lives. Tier 1 (Level 5): Can hold their own, but not for long. Meant as the 'first challenge' type of enemy, that may teach someone the basics of combat. Infinite lives. Tier 2 (Level 10): A decent fight that might last more than five turns, where groups are starting to become needed to win against them. Not impossible to face as a solo encounter, but will provide a difficult challenge. 3 lives. Tier 3 (Level 15): Truly a battle. A monster capable of becoming a local menace. Groups are highly encouraged. Solo acts become less and less likely. 2 lives. Tier 4 (Level 20): War. Solo encounters are practically impossible at this level of strength. These monsters are a genuine threat to the stability of the realm, or have the capabilities of such. 1 life. In a PVP encounters, tiers receive a health benefit per player. T1: +5 HP per non-Monster T2: +10 HP per non-Monster T3: +15 HP per non-Monster T4: +20 HP per non-Monster Malice A monster's EXP, tied to that specific monster that earned it. Used to evolve monsters up through the tiers, getting stronger as they go on. Malice Reward The amount of malice you earn depends on your tier. You are only rewarded malice for survival or victory. Defeated Reward ― 10 Malice Survival Reward (Leaving combat above 0 HP) ― 20 Malice Victory (Maul) Reward ― 20 Malice You can also now purchase Malice through Demise at a ratio of 1 Demise = 10 Malice for a specific monster. Evolution Costs The tier of the monster dictates how much malice you need to evolve to the next tier. The final evolution line of the monster is only obtainable via Malice progression. MP can purchase prior tiers. Tier 0 ― 10 Malice Tier 1 ― 20 Malice Tier 2 ― 60 Malice Tier 3 ― 120 Malice Demise If a monster dies and is removed from your codex, whether through purchase or evolution, then you are rewarded with Demise, a small pity system that will eventually let you outright buy a Tier 4 monster. Tier 4 monsters are priced anywhere between 7 and 10 Demise. Demise Reward Tier 2 ― 6 Demise Tier 3 ― 5 Demise Tier 4 ― 4 Demise Monster Gacha If you are unsure which monster to go for or simply enjoy chance, you can spend MP (for MP purchasable monsters) or Demise (for their Demise counterparts). Note: You can roll duplicates. If this happens, you will receive 450 MP or 6 Demise back. They can roll with traits, though this is rare! It costs 500 MP or 7 Demise for a single pull. Hunter's Marks When a monster is reduced to 0 HP, all players involved earn a single Hunter's Mark. Hunter's Marks Reward 0 Star ― 1 Mark 1 Star ― 2 Marks 2 Star ― 4 Marks 3 Star ― 7 Marks Speak to Hunter Rogal in the Fighter's Guild in Kvatch to learn more, or to exchange them for goods. Monster Points Monster Points (MP) are the primary currency for purchasing new monsters. There are multiple ways to earn MP. Monster Point Rate Every hour, a monster will receive a certain amount of points based on their tier. Tier 0 ― 30 MP / hour Tier 1 ― 25 MP / hour Tier 2 ― 20 MP / hour Tier 3 ― 15 MP / hour Tier 4 ― 10 MP / hour Encounters Points are awarded for encountering and doing battle with another player. This is to incentivize engaging with other players rather than solely seeking victory. Tier 0 ― 150 MP Tier 1 ― 125 MP Tier 2 ― 110 MP Tier 3 ― 100 MP Tier 4 ― 50 MP Prices Tier 0 ― Free Tier 1 ― 0-200 MP Tier 2 ― 200-400 MP Tier 3 ― 700-1,000 MP Tier 4 ― Malice & Demise only Chronicle Coins After reaching a threshold of MP earned, users will earn a certain amount of Chronicle Coins . MP Thresholds 500 ― 2 CC 1000 ― 3 CC 2000 ― 4 CC 3500 ― 5 CC Evolution Death After a certain amount of evolutions (Tier 2 and above), upon the monster's death and deletion from their codex, the player will be rewarded with CC - a small thank you for, hopefully, creating a story with that monster. The rewards are: Tier 2 ― 3 CC Tier 3 ― 5 CC Tier 4 ― 7 CC 5000 ― 6 CC 7000 ― 7 CC 9000 ― 8 CC 12000 ― 9 CC 15000 ― 10 CC 18000 ― 10 CC 21000 ― 10 CC 25000 ― 10 CC Monster Traits Monsters may acquire up to 3 traits, based on how much Malice they have earned. These traits do not cost anything. Just reaching the threshold grants a trait. The Tiers of Monsters determine how many traits they can receive. 0 Star ― None 1 Star ― 1 Trait 2 Star ― 2 Traits 3 Star ― 3 Traits Additionally, if it is the Monster's Final Form, they may receive an additional trait that pushes them beyond their threshold if they are below Tier 3. With each trait equipped, the Monster's Star Rating goes up, up to 3 Stars. Trait Malice Thresholds To acquire a trait, you must meed or exceed these Malice Thresholds. First Trait ― 40 Malice Second Trait ― 80 Malice Third Trait ― 120 Malice First Trait List Fortunate - +1 Luck Strong - +1 Strength Tough - +1 Endurance Cunning - +1 Intelligence Resilient - +1 Willpower Colourful - +1 Personality Second Trait List Enduring - +20 Stamina, +20 Magicka Unmoving - +15 Health, -1 Speed Skirmisher - +1 Speed, -3 Physical Resistance, -3 Magic Resistance Aggressor - +10 Initiative, -2 Defence Resistant - +2 Resilience, -1 Defence Hardshell - +3 Physical Resistance, -1 Magical Resistance Aether-Guarded - +3 Magical Resistance, -1 Physical Resistance Third Trait List Fervent - Grants the Ability [M] Surging Roar, which allows you to refill your [M] Monstrous Surge uses, once per combat Plagued - Grants the Ability [M] Diseased Attack to this monster. +5 Sneak Stone Skin - Grants the Ability [M] Bunker to this monster. Deafening Screech - Grants the Ability [M] Shriek to this monster. Bolstered Flesh - +30 Health, +10 Stamina, +10 Magicka Survivor - +10 Health, +50 Stamina, +50 Magicka, +3 Potential Vengeful - Grants the Ability Phoenix from Master Restoration to this monster. First-To-Strike - Grants the Ability Swiftness from Master Initiative to this monster. -3 Defence Ethereal - Grants the Abilities Absorb Fatigue, and Absorb Magicka, from Journeyman Restoration to this monster. +5 Restoration MONSTER CATALOG TIER O Mudcrab Type: Beast A chitinous terror. Price: Free Evolves Into: Hardened Mudcrab Wolf Type: Beast A predatory canine. Price: Free Evolves Into: Timber Wolf Rat Type: Beast A common rodent. Price: Free Evolves Into: Skeever Goblin Type: Humanoid A twisted runt of a humanoid. Price: Free Evolves Into: Goblin Skirmisher Stunted Scamp Type: Daedra A diminutive daedra. Price: Free Evolves Into: Scamp Strident Runner Type: Beast A territorial bird. Price: Free Evolves Into: Strident Hunter TIER I Hardened Mudcrab Type: Beast A mudcrab tempered with age. Price: 50 MP Evolves Into: Giant Mudcrab / Spectral Mudcrab Wild Boar Type: Beast The wild tusked cousin of a pig. Price: 50 MP Evolves Into: Bristleback Timber Wolf Type: Beast 100 pounds of hunting prowess. Price: 75 MP Evolves Into: Dire Wolf / Bone Wolf Giant Spider Type: Beast A massive, skittering spider. Price: 150 MP Evolves Into: Elder Spider Skeleton Type: Undead Shambling bones of a humanoid. Price: 150 MP Evolves Into: Skeleton Guardian Skeever Type: Beast A disease riddled rodent. Price: 25 MP Evolves Into: Giant Skeever Durzog Type: Beast A grotesque, reptillian dog. Price: 175 MP Evolves Into: Warzog Zombie Type: Undead A rotting humanoid brought back to life. Price: 175 MP Evolves Into: Headless Zombie Goblin Skirmisher Type: Humanoid A goblin ambush expert. Price: 75 MP Evolves Into: Goblin Berserker / Goblin Shaman Imp Type: Construct Vile fiend sent from Oblivion. Price: 50 MP Evolves Into: Stone Golem Ghost Type: Undead A chilling image of what once was. Price: 200 MP Evolves Into: Ancient Ghost Scamp Type: Daedra A small daedra full of burning rage. Price: 50 MP Evolves Into: Greater Scamp Starving Hunger Type: Daedra A bone-thin daedra on the hunt. Price: 125 MP Evolves Into: Hunger Strident Hunter Type: Beast An enraged, flightless bird. Price: 2 Demise Evolves Into: N/A Clannfear Runt Type: Daedra A small, crested, reptillian daedra. Price: 100 Evolves Into: Clannfear Mummy Type: Undead Rotten flesh enwrapped. Price: 175 MP Evolves Into: Plaguebearer TIER II Giant Mudcrab Type: Beast A well-fed, long-lived mudcrab. Price: 300 MP Evolves Into: King Mudcrab Goblin Shaman Type: Humanoid A depraved goblin spellcaster. Price: 350 MP Evolves Into: Goblin Conjurer Hunger Type: Daedra The horrific manifestation of hunger. Price: 450 Evolves Into: N/A Black Bear Type: Beast A massive, snarling, woodland creature. Price: 400 MP Evolves Into: Brown Bear Spectral Mudcrab Type: Nature Spirit The spectral avatar of a mudcrab. Price: 3 Demise Evolves Into: N/A Greater Scamp Type: Daedra A muscular scamp covered in scars. Price: 3 Demise Evolves Into: N/A Clannfear Type: Daedra A reptillian, daedric hunter. Price: 400 MP Evolves Into: Giant Clannfear Troll Type: Monster An apelike beast with long, powerful arms. Price: 600 MP Evolves Into: Savage Troll Dire Wolf Type: Beast A massive variant of the wolf. Price: 3 Demise Evolves Into: N/A Bristleback Type: Beast A giant, enduring, furred boar. Price: 4 Demise Evolves Into: N/A Skeleton Guardian Type: Undead A skeleton adorned with crusader's raiments. Price: 450 MP Evolves Into: Skeleton Hero Mountain Lion Type: Beast A rapid and vicious feline predator. Price: 350 MP Evolves Into: N/A Bone Wolf Type: Undead The animated bones of a wolf. Price: 3 Demise Evolves Into: N/A Elder Spider Type: Beast A massive, long-lived arachnid. Price: 275 MP Evolves Into: Webmother Headless Zombie Type: Undead A necromancer cleverly removed this zombie's weakness. Price: 500 MP Evolves Into: Dread Zombie Will-o-the-Wisp Type: Nature Spirit A luminous being of magic. Price: 550 MP Evolves Into: N/A Giant Skeever Type: Beast A pus-covered, giant rodent. Price: 3 Demise Evolves Into: N/A Warzog Type: Beast A large, crudely armored durzog. Price: 4 Demise Evolves Into: N/A Ancient Ghost Type: Undead The ghostly image of a bygone era. Price: 550 MP Evolves Into: Wraith Spriggan Type: Nature Spirit A womanly guardian of the forest. Price: 400 MP Evolves Into: Elder Spriggan Goblin Berserker Type: Humanoid A furious goblin shaking with rage! Price: 350 MP Evolves Into: Goblin Warlord Stone Golem Type: Construct Animated, hulking stone. Price: 350 MP Evolves Into: Gargoyle Plaguebearer Type: Undead Rotten bandages failing to contain an ancient plague. Price: 500 MP Evolves Into: Barrowguard Flame Atronach Type: Daedra The heat of Oblivion given life. Price: 550 MP Evolves Into: Frost Atronach TIER III King Mudcrab Type: Beast A giant mudcrab covered in battlescars. Price: 700 MP Evolves Into: Emperor Crab Skeleton Hero Type: Undead What remains of a legendary hero. Price: 800 MP Evolves Into: Skeleton Champion Wispmother Type: Nature Spirit A frozen, ghastly, elemental woman. Price: 900 MP Evolves Into: Welkynd Spirit Goblin Warlord Type: Humanoid An armoured, gibbering menace. Price: 5 Demise Evolves Into: N/A Dread Zombie Type: Undead A relentless, vaporous zombie. Price: 6 Demise Evolves Into: N/A Spriggan Matron Type: Nature Spirit An ancient spriggan of hardened bark. Price: 750 MP Evolves Into: Lurcher Goblin Conjurer Type: Humanoid A goblin spellcaster with a knack for summoning. Price: 5 Demise Evolves Into: N/A Wraith Type: Undead The darkest expression of spirit. Price: 900 MP Evolves Into: Gloom Wraith Frost Atronach Type: Daedra The chill of Oblivion. Price: 800 MP Evolves Into: Storm Atronach Lesser Ogre Type: Monster A dim-witted brute. Price: 800 MP Evolves Into: Ogre Webmother Type: Beast A massive black widow covered in writhing egg sacs. Price: 800 MP Evolves Into: Spider Daedra Barrowguard Type: Undead An undead guardian of ancient crypts. Price: 900 MP Evolves Into: Minotaur Barrowguard Minotaur Type: Monster Primal beastfolk with a man's body and the head of a bull. Price: 950 MP Evolves Into: Minotaur Lord Land Dreugh Type: Monster A horrific combination of crab and Mer. Price: 800 MP Evolves Into: Dreugh Broodmother Gargoyle Type: Construct A construct meant to protect or ambush. Price: 6 Demise Evolves Into: N/A Brown Bear Type: Beast The more fearsome cousin of the Black Bear. Price: 6 Demise Evolves Into: N/A Lesser Daedroth Type: Daedra A large, bipedal daedra akin to an alligator. Price: 900 MP Evolves Into: Daedroth Giant Clannfear Type: Daedra A hulking clannfear with battle-sharpened claws. Price: 850 MP Evolves Into: Ogrim Savage Troll Type: Monster A battle tested troll driven by hatred. Price: 1000 MP Evolves Into: Udyrfrykte Winged Twilight Type: Daedra Winged, feminine daedra with bat-like wings. Price: 850 MP Evolves Into: Grievous Twilight TIER IV Emperor Crab Type: Beast Mortal weapons cannot pierce the chitin of this colossal mudcrab. Price: 7 Demise Udyrfrykte Type: Monster A legendary troll known for turning invisible. Price: 10 Demise Spider Daedra Type: Daedra Semi-intelligent, half-woman daedra with the lower body of a giant spider. Price: 8 Demise Ogrim Type: Daedra A dim-witted, ogre-like daedra who relishes in torture. Price: 8 Demise Skeleton Champion Type: Undead The remains of a fabled, armored champion. Price: 8 Demise Gloom Wraith Type: Undead The avaricious gloom of a dark lord. Price: 9 Demise Welkynd Spirit Type: Nature Spirit An Aetherial spirit pulsing with magic. Price: 9 Demise Lurcher Type: Nature Spirit A twisted golem of wood and thorns. Price: 7 Demise Storm Atronach Type: Daedra The storms of Oblivion made manifest. Price: 8 Demise Minotaur Lord Type: Monster The brutal leader of a minotaur clan. Price: 9 Demise Grievous Twilight Type: Daedra The winged, hulking visage of evil. Price: 9 Demise Ogre Type: Monster A mountainous brute bedecked in armour. Price: 8 Demise Dreugh Broodmother Type: Monster A colossal mother of the dreugh, sparking with electricity. Price: 8 Demise Minotaur Barrowguard Type: Undead An enchanted, mummified minotaur. Price: 9 Demise Daedroth Type: Daedra A more feral Daedroth from the depths of Oblivion. Price: 9 Demise
- Home | Elder Scrolls Chronicles
The Elder Scrolls CHRONICLES Our Setting Getting Started Our Rules Advanced Play Our Systems
- Crafting | Elder Scrolls Chronicles
Crafting Modification & Repair Arcanist Armorer Clothier Steward Weaponsmith Item Catalog CRAFTING Crafting Basics There are five crafting professions in Chronicles: Arcanist, Armorer, Clothier, Steward, and Weaponsmith. Each profession is able to Craft, Modify, and Repair certain types of equipment. Additionally, some Professions provide other services as well. Professions are gained through character advancement by spending perk points like any other skill. You can have as many Professions as you like, but you may only have one Master level Profession (this does not inhibit your ability to be a Master in other non-profession skills). Professions do have a reduced perk cost compared to other skills, only costing 1 perk per level except for Master , which costs 2. Note: Once you reach Adept in a crafting profession, you are locked into it. In addition to the Profession skill, you will also need to spend learning points on techniques in order to unlock specific recipes. All Profession activities can be accessed by the /craft menu. In order to Craft, you need the required materials for the recipe and to be in a City or at a Settlement with an appropriate Profession Building. Once started, crafting takes real time to finish which should be spent roleplaying the crafting process. Once complete, you can choose to finalize the crafting from the same menu whenever you like. Craftable recipes come in 4 Tiers. Each Tier has its own technique requirements. Equippable items must be crafted at Tier 1 and then separately upgraded to successive Tiers. Tier 4 recipes, also known as Masterworks , are only available to Masters of their chosen craft. Tier 4 equippable items are the only items capable of being enchanted with a Legendary Effect by a Master Arcanist. Note: Characters can only equip one Tier 4 item at a time. Modification Each equippable item can be Modified with unique effects specific to that type of item. This requires less materials than Crafting the item, but otherwise uses the same basic process. Each item can only have one Modification at a time and are lost when the item is upgraded. Note: To apply modifications, you need to be Adept in the craft. Repair Finally, equippable items can lose durability during combat (though not spars). If an item runs out of durability, it is no longer usable (though is not destroyed) and grants its owner no effects. Characters can use materials to repair any item their Profession can craft, but the amount of durability repaired is dependent upon their skill vs the Tier of the item being repaired. Profession: Arcanist Arcanists can Craft, Modify, and Repair Staves and Talismans. Arcanists require being in a City or a Settlement with a Workshop in order to do their work. Staves are two handed ranged weapons favored by mages that deal elemental damage and are governed by your highest spellcasting skill. While wielding a Staff, a character cannot use an off-hand item such as a Shield, Talisman, or Torch. Talismans are off-hand defensive tools favored by spellswords that also allow minor elemental attacks in addition to their defensive benefits. Moreover, Arcanists can Enchant equippable items to provide unique benefits. Note that specific enchantments often require the knowledge of certain spells in addition to their Profession requirements. Each equippable item can only have one Enchantment at a time. Master Arcanists can enchant Tier 4 equippable items with a Legendary Effect in addition to a normal Enchantment. Each Tier 4 equippable item can only have one Legendary Effect at a time. Profession: Armorer Armorers can Craft, Modify, and Repair Light Armor, Medium Armor, and Heavy Armor. Armorers require being in a City or a Settlement with a Forge in order to do their work. Light Armor is favored by high Agility combatants that rely on the Dodge skill for defense. It is the only form of armor that has no penalties associated with it. Medium Armor provides benefits to both Block and Dodge defenses, but invokes -1 Sneak, -1 Acrobatics, and -2 Frost Resistance. If not wielding a talisman, it also invokes -1 Spell Potency. Heavy Armor provides high amounts of resistance to damage compared to other armors, but invokes -3 Acrobatics, -3 Sneak, and -2 Shock Resistance. If not wielding a talisman, it also invokes -1 Spell Accuracy and -1 Spell Potency. Profession: Clothier Clothiers can Craft, Modify, and Repair Clothes, Robes, Rings, and Amulets. Clothiers require being in a City or a Settlement with a Workshop in order to do their work. Clothes are separate from armor. Not wearing clothes invokes -2 Frost Resistance. Robes are the favored form of armor for mages, but invoke -2 Piercing Resistance. Rings and Amulets provide minor stat bonuses; only one Ring and one Amulet can be equipped by a character at a time. Profession: Steward Stewards can Craft and Modify Flasks, create alchemical poultices to be combined with a Flask to create an Elixir, cook food, prepare alcohol, and create drugs. Stewards require being in a City or a Settlement with a Refinery in order to do their work. Flasks can be combined with a certain type of alchemical poultice to create a certain kind of Elixir that can provide a variety of benefits. Up to two Elixirs can be equipped at a time, but they cannot contain the same type of Elixir as each other. The Tier of the Elixir contained is the same as the Tier of the Flask. Flasks do not require Repair, but each Flask can only be used a certain amount of times, dependent on Tier, before it must be Refilled through the use of Poultice Bases, which can be provided by a Steward of equivalent skill to the Tier of the Flask. You may only use a Flask out of combat 4 times before you must Rest. You may only use Flasks twice per combat. Profession: Weaponsmith Weaponsmiths can Craft, Modify, and Repair One-Handed Weapons, Two-Handed Weapons, Bows, and Shields. Weaponsmiths require being in a City or a Settlement with a Forge in order to do their work. One-Handed Weapons are melee-only weapons that either do Bludgeoning, Piercing, or Slashing damage and are governed by Melee Accuracy. Two-Handed Weapons are melee-only weapons that either do Bludgeoning, Piercing, or Slashing damage and are governed by Melee Accuracy. These weapons do more damage than their One-Handed counterparts, but cannot be paired with an off-hand item such as a Shield, Talisman, or Torch. Two-Handed Weapons can also be portrayed as dual weapons—one wielded in each hand. Bows are two-handed ranged weapons that do Piercing damage and are governed by Ranged Accuracy. Characters wielding a bow cannot use an off-hand item such as a Shield, Talisman, or Torch. Shields are off-hand items that can provide significant defensive stat increases. Item Catalog For specific recipes and other information see the full Item Catalog .
- Rules | Elder Scrolls Chronicles
Community Rules Roleplay Rules Building Rules Combat 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 Player Dispute or Custodian Ticket. Tell FirstLaw, Xynrael, or our Staff Leads 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. Except for the Spawn Room (where you are OOC), you are considered to be in-character at all times. 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. This includes discussion of the topics in-character. 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 21+. 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 Public ERP/voyeurism. Any erotic roleplay must take place in whisper range or DMs in private locations. 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 Chronicles Lore channel, the DM Rumors channel. or the Memospore channel. Streaming roleplay or server content, even with prior consent of the involved parties, is not permitted. 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. 10. No muling / heirlooming. All materials, equipment, and Septims pertaining to your character on reroll should not be used to the advantage of your next character, even indirectly. Rerolling into the same clan after giving all of your valuables to said clan is a firm example of this, and will be subject to high scrutiny. BUILDING RULES Build Rules When building on Chronicles—whether you are creating a solitary house for your character, or working on a large-scale settlement—make sure that you are building appropriately to the environment. This means that your structure should either follow the cultural and architectural flavour of the province itself (the Colovian Gold Coast), the Septim Empire, or your character's / group's ancestral heritage. We are intentionally relaxed on requirements about distance from neighbours, the maximum size of your build, the architecture of your base, and so on. We do this in good faith that you will be respectful and have courtesy for your neighbours. Be mindful of others and communicate your plans if you share render distance with others. Please do not be the person that forces us to introduce stricter rules because you were not able to play nicely. You are told in-game if you are allowed to build in an area or not. If you are not told anything, then you are allowed. Be civil and don't build next to other people. Raise a ticket if there's a problem. Note: The minimum distance you can build away from Kvatch's or Anvil's outermost walls is 150 RPR tiles. You can measure this by clicking the Walk icon in RPR (middle left hotbar) and running to your build spot. No Secret Doors Conan secret doors are not allowed on any builds, as they cannot be breached or lockpicked by anyone outside the clan, which can be abused for defense purposes against infiltration and espionage. Public Settlements Settlements are marked on the map and considered public hubs, with mechanical benefits, jobs, and thievery tied to them, and are thus required to have a majority of their build accessible to the public, or have a large, defined, public space. Gates should not be locked, though you are allowed private spaces. If you prioritize privacy, your clan need not use the settlement system. Build Allowance Build Allowance is tracked at the individual character level. Every character starts off with a Build Allowance of 250. This includes both decoration and build pieces. The Build Allowance for an entire clan is the sum of all of its members' individual allowances. Each member's bonuses stack and will contribute to the total, though obviously, there can only be one settlement founder. You can increase your Build Allowance by: Donating (+100 per Donation tier) Hobbies (+50 upon reaching the Great tier, +100 upon reaching the Masterful tier) Spending Chronicle Coins (10 Coins for the first +100, then 20 Coins for each additional +100) Founding a Settlement (+200 for your clan as a whole, and an additional +200 per Settlement rank) COMBAT RULES Our combat system has quite a bit of detail and nuance to it, so it has its own dedicated page! Please see our Combat page for more information on rules and procedures related to combat. 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.
- Dark Paths | Elder Scrolls Chronicles
DARK PATHS In the shadows, there is power to be found for the unfettered―likely the product of taboo study, improbable circumstance, or Daedric pact. Beware: these paths will drive you from the arms of civilization, for to be discovered as a traveler of such a road is to bring upon fear, disgust, and the wrath of the Divines, even if not all those who walk these paths are wholly evil. The paths below are skills all their own, once unlocked, and must be invested into via Perk Points like any other skill. Not all those who venture down these paths seek to master them, or have the capability to do so. How far down the trail will you tread, I wonder? Unlocking Your Path The base cost of a Dark Path is 50 Chronicle Coins (CC). Ascension To upgrade from the base path into its advanced form... Vampire -> Vampire Lord Werewolf -> Werewolf Behemoth Necromancer -> Lich ...you will open a Special Character application with Narration once you have spent the required 70 CC. In this ticket, you will go through the normal Special Character application process. If the slots are full, you will be informed and your CC will be returned, so that you may revisit the application at a later date. THE PATH OF VAMPIRISM "Your sleep is troubled by nightmares of a beautiful woman... who you murder in a dark place." A perverse creation of Molag Bal , vampires are immortal, undead beings personified by an endless hunger; they crave and feast upon the blood of the living, spreading their affliction as they feed. As a result, most vampires are a product of disease . They are weakened by sunlight, appear more monstrous the longer they go without blood, and are imbued with supernatural strength and innate powers pertaining to blood , shadow , and illusion magic. THE PATH OF LYCANTHROPY "You dream of the moon, and of a man who is less than a man." A "blessing" of Hircine , lycanthropy too is a disease , an affliction of both body and spirit. Lycanthropes are bound to the moon, transforming into feral monsters that are caught halfway between man and beast, embodiments of the Hunt. In this form, they are overcome by bloodlust more often than not, wielding terrifying strength, speed, endurance, and agility. Currently, the only playable werebeast is a werewolf. THE PATH OF NECROMANCY "The wails of lost souls and the sounds of shambling bones plague your dreams―a vision of a place veiled in purple fog." A school of magic that seeks mastery over life and death, necromancy is often seen as grotesque, its practice being outright banned by the Mages Guild . Necromancers manipulate body and soul, bending spirits and corpses to their will through entrapment and reanimation, utilizing Black Soul Gems. With their knowledge largely being sourced from Molag Bal , and infamously wielded by Mannimarco , its study has fallen into the dark corners of the world, most commonly attracting foul personas.
- Vampirism | Elder Scrolls Chronicles
VAMPIRISM Core Concept Vampirism is a Dark Path option that transforms a character into a blood-sucking parasite, dwelling in the space between life and death. Vampires prey on mortals to sustain their corrupted form of immortality. Characters who become Vampires through the Dark Path system are considered “fledglings”. They lack the immense power and hypnotic dominance of true vampire lords, but retain aspects of mortal life that help disguise their condition. Mechanically, Dark Path vampires are not considered to be undead. They have a pulse and are not affected by undead-banishing spells or abilities. When saturated with high Blood, they are mostly undetectable. While Vampires can eat and drink, it is a purely cosmetic action. They do not require sustenance other than Blood, and as a result do not benefit from food buffs. Vampires do not require sleep, though may pretend to do so and can feign deep sleep (such as rapid-eye movement). Any race can become a vampire. Though vampires may have different strains or bloodlines in roleplay, mechanically all vampires are identical. It is up to you as a player to decide how and why your character became a Vampire upon acquiring this Dark Path. You may roleplay this as a retroactive fact from your backstory if your character is new (less than 2 weeks since creation).
- 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 Dodge -1 Block -1 Faith Subrace: Colovian Required Features: Maximum eye glow of 0.005, Western European or Mediterranean skin-tone / complexion. Encouraged Features: Brown or black hair. Brown eyes. Subrace: Nibenese Required Features: Maximum eye glow of 0.005, Eastern Mediterranean or Indian skin-tone / complexion. Encouraged Features: Brown or black hair. Brown eyes. Facial tattoos. Subrace: Hakoshae Required Features: Maximum eye glow of 0.005, East Asian skin-tone / complexion. Encouraged Features: Black, straight hair. Amber / yellow eyes. Monolid eyes. 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, with their graveyards and burial sites 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.
- Character Creation | Elder Scrolls Chronicles
CREATING A CHARACTER CHOOSE YOUR RACE Choose between the ten playable races of Tamriel, and optionally a subrace, all with various stats that make them unique. Each one has distinctive looks, traits, culture, views, history, and religion that you should be mindful of when creating and portraying your character. CHOOSE YOUR BIRTHSIGN Select your character's birthsign from among the thirteen available choices. Each one will alter the stats of your character in someway. Your birthsign represents the constellation that your character was born under, as aligned with the months of the Tamrielic calendar. It is believed that each person's connection to the cosmos, as seen through the magicka flowing through their veins, is different depending upon the seasonality of their birth, even going so far as to influence their temperament. CHOOSE YOUR BACKGROUND Choose the background of your character from the collection of twenty-one portfolios. This represents what knowledge and training your character received prior to the beginning of their story on the server. Rather than a classification or restriction, this is simply a starting point for your character's skills. CHOOSE YOUR FAITH Select your patron god or gods, whether it be the Nine Divines, one of the Daedric Princes, or one of the many racial pantheons of Tamriel. In the world of Nirn, there is no debating the presence of deities and their influence. Whom do you answer to, through principle, fear, or personal reward? CONSIDER AN AFFILIATION In every Chronicle, there are factions and guilds at work within the current region of play. These are commercial and political entities with a firm agenda, who seek to further their influence and achieve their goals. Will you aid them, for personal gain or virtue? It is worth your consideration.
- Modlist & IP | Elder Scrolls Chronicles
Placeholder Modlist & IP Discord Invite Conay Profile https://ratajmods.net/conay/servers/escremaster.json Modlist (Steam Collection) https://steamcommunity.com/sharedfiles/filedetails/?id=3558114323 Modlist (Copy & Paste) C:\Steam\steamapps\workshop\content\440900\3373599765/KnightsSanity.pak C:\Steam\steamapps\workshop\content\440900\1823412793/ModControlPanel.pak C:\Steam\steamapps\workshop\content\440900\1938818750/AkubaSalon.pak C:\Steam\steamapps\workshop\content\440900\3271618837/Chronicles_RPR_v2.pak C:\Steam\steamapps\workshop\content\440900\2799362941/maleNewFaces.pak C:\Steam\steamapps\workshop\content\440900\3076901158/ExiledAesthetics.pak C:\Steam\steamapps\workshop\content\440900\3100719163/EvilSA.pak C:\Steam\steamapps\workshop\content\440900\3066274812/RayasRegalia.pak C:\Steam\steamapps\workshop\content\440900\2503491139/PeopleOfHyboria.pak C:\Steam\steamapps\workshop\content\440900\2772364595/femaleNewFaces.pak 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- 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 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 Subrace: Cathay Required Features: One of the cat headsets. Feline ears. Feline tail. Fur covering the whole body. Plantigrade feet (no cat feet). Cat-like pupils. Encouraged Features: N/A. Subrace: Ohmes-Raht Required Features: Mer-like face. Elven ears. Feline tail. Plantigrade feet (no cat feet). Encouraged Features: Fur covering the whole body. Face tattoos to make them look more feline. Feline/Bosmer looking faces. Subrace: Suthay Required Features: Members of this subrace are bipedal in shape, bear thick fur coats and catlike tails and ears and accompanying head morphology, often resembling the faces and features of domestic cats or other predatory felines. Noses in black, pink or brown-- which connect in the manner of a cat to their philtrum. Khajiit eyes should be large and feline, containing no visible sclera when looking dead ahead, as their irises are enormous, and their pupils close to slits depending on lighting. Suthay have digitigrade legs and catlike paws for feet. Encouraged Features: Suthay are slimmer than Cathay and Ohmes-raht on average. Claws on cat-like feed and hands. Subrace: Tojay Required Features: Members of this subrace are bipedal in shape, bear thick fur coats and catlike tails and ears and accompanying head morphology, often resembling the faces and features of domestic cats or other predatory felines. Noses in black, pink or brown-- which connect in the manner of a cat to their philtrum. Khajiit eyes should be large and feline, containing no visible sclera when looking dead ahead, as their irises are enormous, and their pupils close to slits depending on lighting. Tojay have plantigrade legs and walk on their feet like most men and mer. Encouraged Features: Tojay are much slimmer than Cathay and Ohmes-raht on average. Claws on catlike feet and hands. Tojay have shorter snouts and more angular features than their fellow Khajiit. Subrace: Tojay-Raht Required Features: Members of this subrace are bipedal in shape, bear thick fur coats and catlike tails and ears and accompanying head morphology, often resembling the faces and features of domestic cats or other predatory felines. Noses in black, pink or brown-- which connect in the manner of a cat to their philtrum. Khajiit eyes should be large and feline, containing no visible sclera when looking dead ahead, as their irises are enormous, and their pupils close to slits depending on lighting. Tojay-raht have digitigrade legs and catlike paws for feet. Encouraged Features: Tojay-raht are much slimmer than Cathay and Ohmes-raht on average. Claws on catlike feet and hands. Tojay-raht are shorter than Cathay and Ohmes-raht, but much taller than the standard Tojay. Tojay-raht have shorter snouts and more angular features than their fellow Khajiit. Subrace: Pahmar Required Features: Members of this subrace are bipedal in shape, bear thick fur coats and catlike tails and ears and accompanying head morphology. Noses in black, pink or brown-- which connect in the manner of a cat to their philtrum. Pahmar are restricted to appearing only like Tigers or Senche-Tigers, though they are by no means required to maintain similar 'styles' of hair, only the patterns of tigers and their coloration. White, orange, ruddy browns. Khajiit eyes should be large and feline, containing no visible sclera when looking dead ahead, as their irises are enormous, and their pupils close to slits depending on lighting. Pahmar have plantigrade legs and walk on their feet like most men and mer. Encouraged Features: Claws on catlike feet and hands. Pahmar bodytypes are typically large and brawny, or tall and slightly less brawny. But overall, they're muscular. 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 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 preparing for the end-times within the khajiiti society. The Suthay are known to be good jumpers, agile, sneaky and possessing 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.
