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  • Thievery | Elder Scrolls Chronicles

    Chronicles Crime Pickpocketing Banditry Settlement Crime Breaking & Entering Punishment THIEVERY Chronicles Crime While crime can be conducted through mutual roleplay with others in a variety of ways, we currently support the following avenues through our mechanical systems: 1) Pickpocketing 2) Banditry 3) Settlement Crime (which includes Supernatural Crime) 4) Breaking & Entering Thievery is often a sore spot in other roleplay communities, causing OOC drama and strife due to the nature of "stealing things when others aren't home" or griefing players for goods procured over an extended period of IRL time. It can cause a great deal of preventive measures that are toxic or tedious in their own right—honeycomb builds, loss-of-anonymity tracking systems, or thieves leaving the thinnest of clues for you to follow up on as a victim of their greedy hands. Our automated systems hope to tackle this in a fair and fun way for both involved parties, by allowing thieves to play out their fantasy while not curbing the progression or safeguarding of individual characters. Criminals instead, more often than not, target wholescale settlements rather than individuals, promoting investigative roleplay and the intrigue of a game of cat-and-mouse. Pickpocketing Pickpocketing allows you to steal up to 30 Septims from an unsuspecting victim (they can only be targeted if they have at least 30 Septims in their /wallet ), ideally without their awareness. To unlock Pickpocketing , you must be a Novice in Sneak . The core skills of Pickpocketing are Security , which is the skill you roll against the victim's Intuition skill, and Sneak , which decides how many times you can Pickpocket in a single day. To Pickpocket someone, you must be in their proximity and use the ability, and they must have at minimum 30 Septims on their person. You must perform at least 1 emote while visible to the target before attempting to Pickpocket them. Your Security will be rolled against their Intuition . There's two outcomes: 1) You succeed. Depending on their wealth, you gain between 10 and 30 Septims after 15 minutes of time, at which point they are alerted they were pickpocketed (but not by whom). 2) You fail. You do not gain any Septims, they are immediately alerted to the attempt, and are free to pursue appropriate roleplay. As a victim, if you wish to apply consequences in terms of criminal justice, we recommend inviting a staff referee to oversee the matter. Furthermore, victims are immune to subsequent Pickpocket attempts for 24 hours after they are successfully pilfered. Banditry Bandits, criminals who take from others through violence (PvP), are loosely allowed on Chronicles. You may invoke a Steal Gold Consequence upon someone you've defeated in combat, which will net you between 15% and 20% of the target's available wealth, though they can only be subject to this Consequence if they have at least 30 Septims in their /wallet . If a victim was recently subjected to the Steal Gold Consequence , or a Pickpocket , there is no limit on such a Consequence being levied against them again within a certain time period, though the bandit will be notified that they were recently targeted. Some scenarios may warrant the use of such a Consequence so soon after the last, though it will be logged and frowned upon by staff. If you're going to make a decision like that, do so for a good reason, and for any victim that is suspicious of griefing, please submit a Player Dispute Ticket. Tier 1 through Tier 3 equipment, as well as crafting materials, cannot be stolen by any means, as to protect progressing characters and limit OOC toxicity. A precious Masterwork item can be procured, however, through the use of the Steal Masterwork Item Consequence . It is considered equal in severity to a Killing Blow and is not taken lightly by staff, requiring a Feud . Settlement Crime For more information on Settlement Crime, Heat, and Investigation, please see the Settlements page. Breaking & Entering While traditional burglary (stealing from chests or containers of other players) is disallowed and is a reportable offense, you are allowed to use the built-in functions for lockpicking and breaching doors, usually for the purpose of espionage or information gathering. For lockpicking, you must pass an automated DC 20 Security check. For breaching, you must pass an automated DC 20 Athletics check. Punishment Crime is a two-way street: with illegal rewards come risks. Keep in mind that, by roleplaying and interacting with the crime systems, you open yourself up to punishment conducted by bounty hunters and investigators. If Settlement Crime is committed in a city and you are caught, you may be thrown in jail for a period of time by authorities for your transgressions.

  • Birthsigns | Elder Scrolls Chronicles

    BIRTHSIGNS WARRIOR THE The first Guardian Constellation, The Warrior protects his charges during their Seasons. The Warrior's own season is Last Seed when his Strength is needed for the harvest. His Charges are the Lady, the Steed, and the Lord. Those born under the sign of the Warrior are skilled with weapons of all kinds, but prone to short tempers. +1 Strength, +1 Resolve MAGE THE A Guardian Constellation whose Season is Rain's Hand when magicka was first used by men. His Charges are the Apprentice, the Atronach, and the Ritual. Those born under the Mage have more magicka and talent for all kinds of spellcasting, but are often arrogant and absent-minded. +1 Intelligence, +1 Intimidation THIEF THE The last Guardian Constellation, and her Season is the darkest month of Evening Star. Her Charges are the Lover, the Shadow, and the Tower. Those born under the sign of the Thief are not typically thieves, though they take risks more often and only rarely come to harm. They will run out of luck eventually, however, and rarely live as long as those born under other signs. +1 Agility, +1 Intuition LADY THE The Lady is one of the Warrior's Charges and her Season is Heartfire. Those born under the sign of the Lady are kind and tolerant. +1 Willpower, +1 Speechcraft APPRENTICE THE The Apprentice's Season is Sun's Height. Those born under the sign of the apprentice have a special affinity for magick of all kinds, but are more vulnerable to magick as well. +1 Willpower, +15 Magicka, -2 Magic Resistance LOVER THE The Lover is one of the Thief's Charges and her season is Sun's Dawn. Those born under the sign of the Lover are graceful and passionate. +1 Personality, +1 Initiative STEED THE The Steed is one of the Warrior's Charges, and her Season is Mid Year. Those born under the sign of the Steed are impatient and always hurrying from one place to another. +1 Endurance, +1 Athletics ATRONACH THE The Atronach (often called the Golem) is one of the Mage's Charges. Its season is Sun's Dusk. Those born under this sign are naturally enduring and resilient against magic. +1 Endurance, +1 Magic Resistance SHADOW THE The Shadow's Season is Second Seed. The Shadow grants those born under her sign the ability to hide in shadows. +1 Agility, +1 Illusion LORD THE The Lord's Season is First Seed and he oversees all of Tamriel during the planting. Those born under the sign of the Lord are stronger and healthier than those born under other signs. +1 Endurance, +1 Faith RITUAL THE The Ritual is one of the Mage's Charges and its Season is Morning Star. Those born under this sign have a natural attunement to the aspects of the moons and the Divines. +1 Willpower, +1 Lore TOWER THE The Tower is one of the Thief's Charges and its Season is Frostfall. Those born under the sign of the Tower have a knack for finding gold and can open locks of all kinds. +1 Endurance, +1 Security SERPENT THE The Serpent wanders about in the sky and has no Season, though its motions are predictable to a degree. No characteristics are common to all who are born under the sign of the Serpent. Those born under this sign are the most blessed and the most cursed. +2 Luck, +1 Fate, +1 Intimidation -2 Endurance, -1 Willpower

  • Combat | Elder Scrolls Chronicles

    Starting Combat Pre-Initiative Turns & Actions Movement Line of Sight Combat Resources Companions Defeat & Consequences COMBAT Starting Combat To start a PvP scenario, you need to provide a descriptive emote stating hostile intent towards a character or characters. During the intent phase, you are allowed to manage gear as long as they are represented on your character. After gear is equipped, type /pvpmenu to declare or join the PvP encounter. Note: You will need to choose between a Spar or Normal PvP. Spars are primarily for practice and friendly competition and do not have consequences. Once inside the combat, those participating are considered to be in a locked instance and will be until it’s resolved and the consequences have played out. Additional parties are only permitted at the consent of everyone participating in the combat. If someone wishes to participate but is denied, they are to immediately leave the area and must roleplay as if they had not witnessed it. This includes not waiting just outside the scene for it to conclude. Optional Rules The below rules are not enforced unless called upon by any single participant within a declared PvP. They are meant to provide fairness when there is not unanimous agreement. These rules may be disregarded if all players consent. 1) Reasonable Odds: One side in a PvP must not exceed the other by more than 2 people (max 1v3, 2v4, 3v5, etc.). This does not apply to Monster Play. 2) Manageable Battles: A PvP may not have more than 10 total participants. For any further possible participants, a second battle may be started after relocating 100 tiles away from the scene of the original battle. Simultaneous battles of this nature are considered to be part of the same locked instance and should converge once concluded. Pre-Initiative Once all players participating have joined the combat, the player who initiated it must re-open /pvpmenu and start the combat. This will prompt all players to open the menu and select their Battle Goals (see Battle Goals for more info). These are not revealed until after everyone has selected theirs. After all Battle Goals have been selected, it is time to start the first round. This reveals all Battle Goals , automatically rolls initiative for all players, and formulates a turn order. Before the first player takes their turn, all players may use any applicable pre-combat abilities, such as Viper Strike, or any other initiative related abilities. If multiple players have such abilities, go in the order of initiative. Turns & Actions Players start and end their turn in /pvpmenu . This enables RPR (Shift+R) to be used for their actions. Each player has a number of actions they can do in their turn. Some actions may use two or more of your actions. The action types are as follows: 1 Action 1 Movement Action 1 Bonus Action 1 Companion Action Note: Some abilities may use your action AND bonus action. Once you have spent your character's actions in a given turn, you must use the End turn button in the /pvpmenu , handing it over to the next character in the initiative order. The turn passes over to the next player, who must start their own turn in their own menu. Ending your turn without taking an action will allow your character the chance to recuperate, gaining small amounts of magicka and stamina. Movement Movement is dictated by your speed and sometimes your luck. You can spend your movement action to move, sprint, or dash. To measure the distance, you need to use the “little feet” button in the bar to the side of your RPR menu. You must break up your movements into straight lines for the purposes of calculating it. This includes a stop before any vertical movement. By default: Movement is 3 +/- Speed Buffs/Debuffs. Dash is 5 +/- Speed Buffs/Debuffs. Sprint is 7 +/- Speed Buffs/Debuffs. Keep in mind that sprint consumes both your action and movement action. Tip: If your luck triggers, you will get 2 extra tiles of movement, so pay attention to the yellow text, it will tell you exactly how much you can move. If an obstacle requires you to jump in-game to navigate over it, you must use the Vault action to do so. Similarly, climbing requires the Climb action to be used. An obstacle that cannot be cleared with a jump must be climbed. In the rare event swimming is used in combat, an in-game status “submerged” is applied that holds all in-game effects. Line of Sight To be able to target someone, you need a line of sight to their character. There is no metric for line of sight in RPR, so judging it is an “on your honor” system. As a general rule of thumb, if you can see at least half or more of a player model, you have line of sight. As another general rule of thumb, if you have line of sight on another person, they have it on you as well. Going underwater does not break line-of-sight. Combat Resources Stamina, Magicka, and Potential are resources in a fight. Every spell costs Magicka, almost every technique costs Stamina, and every technique and most powerful abilities cost Potential. Both Stamina and Magicka are influenced by their respective stats (Endurance and Willpower)—both the max total and the amount recovered while resting or fighting. Potential is dependent on Personality, and is very important, as it fuels the most relevant skills and spells in the system. It is harder to gain back than both Stamina and Magicka. In combat, there is a chance to get some back every time you attack with your basic weapon attack, and every time you defend. Both depend on your luck stat. Companions Characters with the Conjuration, Intuition, or Necromancy skills will acquire access to abilities that allow them to summon a Companion. Companions fall into three categories - Daedra, Undead, and Beasts. Companions must be summoned inside of combat. Companions have their own stat profiles, with strengths and weaknesses depending on their nature. You can review the stat profile of a given Companion by looking at the Technique page in the trainer menu for summoning that Companion. Companions attack using your Companion Action, which you receive 1 of per turn. Companions usually attack using a particular type of damage, such as Fire, Frost, Shock, Slashing, Blunt, or Piercing. They typically use your summoning skill for their accuracy, though some Companions have their own accuracy modifiers. Companion Actions are taken through the Command Companion ability in RPR. Note: Damage caused by Companions is influenced by your Conjuration, Intuition, or Necromancy skill, depending on the type of Companion. Companions can be attacked by others using a Bonus Action, via the 'Attack Companion' abilities. There are some Techniques which also target Companions, such as Exorcism (Faith), Frighten Beast (Intimidation), or Usurp Daedra (Conjuration). Defeat & Consequences Once a character is reduced to 0 hp or surrenders, they are considered defeated. A combat may end when everyone has agreed it should end, or when every opposing force has been defeated by a player or group of players. Everyone that was defeated or has surrendered may receive Consequences. Once defeated or surrendered, a player may not rejoin combat. Theft is a valid consequence, and is handled via the consequences menu. Note: You are never required to mechanically trade an item as a consequence. The system will handle this. Equipment generally cannot be stolen as a consequence. Masterwork items are the exception to this rule, as a Masterwork item can be stolen by an opponent. However, like Killing Blows , this is considered a severe consequence and is monitored for poor sportsmanship. To perform a Killing Blow on another character, you must have an ongoing Feud with them (see Feuds for more information). Characters can never emote definitively executing someone else. Any Killing Blow must leave some angle for survival, even if it is slim. Think of it as a "left for dead" scenario. Upon being 'killed', the victim player should contact narration, who will then assess if the death is final. If you suspect another player did not raise a ticket after being 'killed', you may raise your own ticket to confirm the matter. Public executions, ritual sacrifices, and similar such situations are appropriate circumstances to request narrator supervision, but generally still require consent or an ongoing Feud. Narrators are automatically alerted when a Killing Blow is performed.

  • 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.

  • Chronicle Coins | Elder Scrolls Chronicles

    Chronicle Coins Acquiring Coins New Journey Coin Spending Dark Paths Special Actions CHRONICLE COINS What are Chronicle Coins? Chronicle Coins (CCs) are an account-wide resource that persists between character changes and season resets. You can use them to redeem various special rewards or feature unlocks for your character. This system is our way of rewarding being a long-time player on Chronicles without punishing you for changing characters. It's a good idea to keep at least 10 CCs in reserve, in case you find a Narration Plot you wish to join! Acquiring Coins There's a few ways of gaining Chronicle Coins. 1) Logging in: You gain 1 Coin per day. 2) Levelling up: You get a certain amount of Coins at level 5, 10, 15, and 20, equal to that level. 3) Character Death: If you accept death as part of a Feud, you can receive Chronicle Coins as a reward for good sportsmanship. 4) Narration Events: You can gain up to 5 Coins per week from participating and displaying good roleplay. 5) Monster Play: You gain Coins for reaching Monster Point thresholds in Monster Play. See the Monster Play page for more details. 6) Volunteering as Staff: Subject to being active and doing work, you can gain 10 Coins per month for volunteering. 7) Hosting Player Events: You may gain Coins for hosting social events, or otherwise helping foster a healthy roleplay community, and providing good RP. This is subjective, and up to Staff discretion. 8) Donation: Our first tier of donation ($5) provides 20 Chronicle Coins, which may be redeemed once per season. Higher donation tiers do not provide more Chronicle Coins. New Journey A player may choose to reset their character upon reaching level 20. This resets their level to 1, and gives them +1 Fate Point. They may also receive Chronicle Coins again for reaching level milestones. New Journey characters keep any equipment, gold, or other items they have previously acquired, and they remain the same character. You may roleplay New Journey as a Rite of Akatosh, suffering amnesia, a religious trial, or a curse. Other ideas can be signed off by Narration staff as appropriate. You can do this once per Season. Chronicle Coin Spending You can spend your coins on several options. 1) Build Allowance: You gain +100 Build Allowance for 10 Coins. 2) Sheet Reset: You may reset your Character Sheet up to 3 free resets before level 11. Otherwise, this costs 20 Chronicle Coins. You may change your Attribute Points, Background, Birthsign, and Subrace. You may not change your race. Upon resetting your sheet, your current progress will be recorded and your sheet wiped. You will then be teleported to the Spawn area and instructed to redo your sheet. Once you are finished, speak to the Whitelist NPC to be teleported back to the Game World. After you have been teleported, you will have an option to Restore Progress in the Character Menu . This will restore your level, Learning Points, experience, and other progress. 3) Tier 3 Equipment: You can gain a single piece of T3 Equipment for 50 Coins. You may do this once a week. Individual item statistics can be found in the Item Catalog . Your options are any armor, clothing, weapon, staff, shield, or talisman. Flasks/elixirs, food, alcohol, and drugs cannot be chosen. 4) Dark Paths: See below for more information. 5) Special Actions: See below for more information. 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... Dark Paths are unique systems that you can add to your character, introducing a curse or forbidden knowledge that may grant power, but damns your character to a life of suffering and exile. These systems often demand risk-taking and criminal activity from your character, but reward you with access to abilities and boons that normal characters do not have. Dark Paths cost 50 Chronicle Coins to add to your character. This price may occasionally be discounted to 25 Chronicle Coins by Narration - either for the global server population due to lack of use, or for individual characters based on roleplay. Examples of roleplay that might qualify you for a discount include: - Roleplaying with another character already on that Dark Path. - Requesting power from a deity, such as a Daedric Prince, using the Faith System. - As a narrator reward for your actions during plot events. It is ultimately down to Narrator discretion whether to grant a discount or not. The Dark Paths are: VAMPIRE - A cursed mockery of immortality, sustained by the life-force of mortals. LYCANTHROPE - A curse of the soul, humanity slowly stripped away to be replaced by the Beast Within. NECROMANCER - A forbidden school of magic, offering profane mastery over life and death. Special Actions Special Actions are, as their name implies, special. They require interaction with Narration staff - selecting any Special Action means you will need to open a Narration Ticket to discuss implementation with staff. They are not guaranteed. 1) Narrated Group Story: 70 Chronicle Coins per player. This entitles your group to a narrated storyline of up to 3 sessions of 1-3 hours each. Narration may decline these requests depending on availability, in which case your Coins will be refunded. 2) Play Special Character: 120 Chronicle Coins.

  • 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. Please allow at least 1 minute to pass before departing from the scene. 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. 11. Memosphere Etiquette Remember to use the Memosphere in immersive, serious fashion. Try to avoid meme-posting (it's memosphere not memesphere!), immersion breaking references. Remember that the Mage Guild scrutinizes usage and knows who is who. Above all else, do not reveal secrets over the Memosphere, such as someone being a Dark Path: this is very poor etiquette. 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.

  • 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.

  • Orsimer | Elder Scrolls Chronicles

    ORSIMER Overview Stats & Subraces Portrayal -- The Orsimer, more commonly known as Orcs , are the Mer that inhabit the Wrothgarian Mountains , the Dragontail Mountains , and Orsinium . They're among the hardiest races in Tamriel. They carry a heavy stigma. In the past they were considered not much more civilized than beasts, nothing more than barbarians. Thanks to the Empire and their martial prowess within the Imperial Legions , they've started to gain more and more recognition. Their armourers and blacksmiths are known to be among the best in all Tamriel. Primary Stats +2 Strength +2 Intimidation +1 Blunt +1 Resolve -1 Block -1 Lore +3 Shock Resistance +1 Blunt Resistance -1 Magic Resistance Subraces Mountain Orc Your character is a Mountain Orc. Dwelling in Strongholds with their clan, Mountain Orcs live a hard life and are often despised as barbarians and raiders by outsiders. This hatred is usually justified. +1 Athletics -1 Resolve Iron Orc Your character is an Iron Orc. Also known as Osh Ornim, Iron Orcs are known for their unique stone worship and savage brutality. They are culturally distinct from other Orcs, and do not usually worship Malacath. +1 Endurance -1 Strength Wood Orc Your character is a Wood Orc. Native to Valenwood, Wood Orcs have adapted to the demands of their unique environment. They have an ancestral feud with Bosmer. +1 Agility -1 Strength Subrace: Wood Orc Required Features: Tusks, pointed ears, green, gray, and ruddy brown skin. They do not have the white sclera of humans, and theirs instead vary between dark brown, grey, and red. Encouraged Features: Slightly slimmer and shorter builds than the average orc (keep in mind they're still orcs). Short trimmed beards. Ponytails and top-knots are common hairstyles. Subrace: Iron Orc Required Features: Tusks, pointed ears, green, gray, and ruddy brown skin. They do not have the white sclera of humans, and theirs instead vary between dark brown, grey, and red. Encouraged Features: Larger, thicker set frames. Brow horn patterns. Braided hairs. Subrace: Mountain Orc Required Features: Tusks, pointed ears, green, gray, and ruddy brown skin. They do not have the white sclera of humans, and theirs instead vary between dark brown, grey, and red. Encouraged Features: Chonmage cuts, high ponytails, top knots on shaven heads or topknots on long or bound hair. Typically more civilized and varied clothing. Angular facial features. Appearance & Culture Foreign Views The Province of Orsinium Religion Most Orsimer have a naturally brawny complexion. This is usually just reinforced due to their most common occupations, developing their physicality. Their skin tones range from light grays to dark greens. Their jaw protrude slightly to accommodate salient tusks of varying sizes. That, alongside their usually flattened noses and smaller eyes, have give them a fame of resembling more beasts than Mer. They usually style their coarse, dark hair into different kinds of dreadlocks. Orcish fashion nowadays could be described as practical. They wear outfits befitting their role in society. As examples, smiths wear non-flammable, cool clothes or warriors wear simple robes under their chainmails or orcish plate armors, always crafted in the most practical and utilitarian sense. Only the wealthiest and most important Orsimer wear robes made out of silk or other expensive materials. Culture Orsimer culture is one deeply rooted in tradition, constantly set aback due to their endless conflict with the other inhabitants of Tamriel. Even though Orsinium is considered the home of the Orcs, they most commonly live in relatively simple but hardy strongholds dotted all around Wrothgar , Skyrim , High Rock , Dragontail Mountains , Valenwood , and Morrowind . Within the strongholds, life isn't easy. Each stronghold has one chieftain that is supposed to be the strongest Orc, and much of the power projection and respect of each clan is measured on the chieftain's might. Only he can have wives and have offspring, the rest of the male Orcs are not allowed. Only the sons of the chieftain can inherit their father's title once one of them manages to kill him, takin his place. But that doesn't mean the women are just accessories to the chieftain. He has many wives, to the point that the female population of any given stronghold is composed of either wives or daughters of the chieftain, the latter waiting to be sent to other strongholds to establish alliances and improve diplomatic ties. His wives all fulfil a different role: huntswife, forgewife, hearthwife and shieldwives are among their roles. Usually, the mother of the chieftain becomes the wise woman, the spiritual guide. It is thus common for many Orsimer to want to escape a life in which one is a worthless man with no real prospects of improving or a woman destined to become just another wife of the chieftain. Their martial and masterful forging skills grant them access to good lives in different cities or even joining the ranks of the Imperial Legion . These Orcs are branded as "city Orcs" by their stronghold counterparts, and considered soft and undeserving of their culture. The perception that other people have of them is mixed: their hardiness and strength in battle is recognized and respected, but at the same time they're seen as brutes. Subcultures Apart from the most common Wrothgarian Orc from which most other Orsimer originate from, there are many other subcultures that vary depending on their environment. These are: Wood Orcs : Living in the province of Valenwood , they're quite more agile and less physically imposing than their mountain cousins due to their treacherous environment. Apart from the geographical differences, they're every bit as Orcish as their other counterparts―brutish, stubborn, and fierce. Iron Orcs : Natives of the Dragontail Mountains of Craglorn . They worship stones and are known for their brutality even among Orsimer standards. They're adept at alchemy, and much more distinct culturally than other Orcs. Mountain Orcs : They inhabit Morrowind , and frequently clashed against the multiple Houses of the Dunmer . Historically, they have fought and side by side with Nords , Dunmer and Dwemer , due to their martial prowess. Cultural Equivalence & Influences As many other races of The Elder Scrolls, the cultural influences of the Orsimer are more of a blend between cultures than any direct translation. In this case, the Orcs draw a lot from those nomadic tribes considered barbarians by most other civilizations like the Huns, Picts or more stereotypical vikings. Since the beginning of their life in Tamriel, the Orsimer have been ostrasized and persecuted. After an entire era fighting for their survival, they eventually would found Orsinium , the true homeland of all Orsimer, north of the province of High Rock. This would, of course, cause great friction with the inhabitants of the region: The Direnni Altmer, the Bretons and the Redguards . This animosity would never really cease, and every few hundred years, Orsinium would fall victim of a great coalition of the civilizations within High Rock and Iliac Bay. Only during the Second Era, during the Interregnum, would the relations between Bretons and Orcs normalise and the Daggerfall Covenant was formed thanks to the leadership of King Kurog . Another incarnation of Orsinium, sometimes called Nova Orsinium, was created by Gortwog gro-Nagorm in 3E 399 . He gathered enough power to force Emperor Uriel Septim VII to formally recognize Orsinium as an equal of the other lesser kingdoms of the Iliac Bay region. During the Warp in the West , Orsinium was one of the four kingdoms to gain control of the Numidium , conquering the surrounding kingdoms and baronies before swearing loyalty to the Emperor Since then, a very tense peace between the Orcs and the denizens of High Rock under the rule of the Third Empire has ensued, while more independent clans of Orcs in other places of Tamriel keep struggling to survive. Orsinium, known as City of Orcs in the Elven language, is the city of the Orsimer and the provincial seat of the region of Wrothgar. It has been sacked and rebuilt many times over the centuries, as the Orcs are often at odds with their Breton and Redguard neighbors. Orsinium was first built in High Rock, straddling the boundary between western Wrothgar and Rivenspire. In the mid-Second Era, the city was relocated to eastern Wrothgar, where it currently resides. Orsimer majorly revere Malacath , the Daedric Prince of Curses and the Betrayed. They believe that Malacath is a broken Trinimac , transformed and cursed by Boethiah . From Malacath, the Orsimer were born, and he gave them the Code of Malacath and his protection as long as they lived by the Code: strength is never granted, it is always earned. If they have a good life following the basic tenet of strength, they will join Malacath in his realm of Ashpit , where they will have endless feasts and battles only to then transition to Aetherius as they prove their worthiness. Other less common cults are... Trinimac, the Elven God of Battle and Might. Some Orcs believe that it actually was Trinimac that defeated Boethiah and claimed her power, and through such power he gave life to the Orcs. Other people think Trinimac and Malacath are completely separate entities, with Malacath working to keep Orcs as eternal pariahs. Boethiah, Daedric Prince of Plots and Cruelty. Though followers of Boethiah are rare among Orcs, they're not completely unseen throughout history.

  • Item Catalog PoC | Elder Scrolls Chronicles

    Placeholder PLACEHOLDER Exquisite Silk Regalia

  • 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 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 Subrace: Naga Required Features: Argonians are the fairly tall lizard-people of Black mash, they should have scales, tails, and lizard-like faces with thin, needle-like teeth. Every member of the Naga subrace resembles some combination of the following– puff adders, waterborn iguanas, giant day geckos, and other snakes. Their heads and snouts are shorter than other Argonians. They have long, needle-like teeth. Think round, short, not angular or dragonlike. Argonian eyes have massive irises, reptile pupils and little-to-no visible sclera. Encouraged Features: Dark purple, dark blue, dark teal scales are most common. Aquatic head details. Short snouts/compact faces. Black or red eyes. Subrace: Sarpa Required Features: Argonians are the fairly tall lizard-people of Black mash, they should have scales, tails, and lizard-like faces with thin, needle-like teeth. Sarpa have long snouts/aerodynamic looking heads, 'long and pincer-like'. Argonian eyes have massive irises, reptile pupils and little-to-no visible sclera. Encouraged Features: Head feathers. Head webbing, chin webbing. Shortness, slimness. Subrace: Histless Required Features: Argonians are the fairly tall lizard-people of Black mash, they should have scales, tails, and lizard-like faces with thin, needle-like teeth. Argonian eyes have massive irises, reptile pupils and little-to-no visible sclera. Encouraged Features: Slim and fairly narrow of build. Taller than the other Argonian subraces. 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.

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