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- 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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- 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.
- Races | Elder Scrolls Chronicles
MEN IMPERIAL Human descendants of Cyrodiil's mixed populations, known for their diplomatic, commercial, and military acumen within the Empire. BRETON Half-elven humans native to High Rock known for their strong innate magical abilities and hybrid cultural influences. NORD The tall, strong, and proud human natives of Skyrim, known for their martial prowess and resistance to the cold. REDGUARD Skilled warriors from Hammerfell, descended from ancient Yokudans, known for their prowess in swordplay and weapons. MER DUNMER Dark-skinned, red-eyed elves from Morrowind, known for their adaptability and attunement to magic and combat. ALTMER Tall, golden-skinned elves from the Summerset Isles, known for their intelligence and magical affinity. BOSMER Short, nimble forest-dwellers from Valenwood, known for their agility, stealth, and connection to nature. ORSIMER Technically elves, these strong, tribal people are famed for their courage, endurance, and exceptional blacksmithing skills. BEASTFOLK KHAJIIT Feline humanoids from Elsweyr, whose physical form and traits vary depending on the moon phase at birth, and are known for their guile and agility. ARGONIAN The reptilian, amphibian people of Black Marsh, with a deep connection to water, resilience to disease, and unique biological ties to the Hist trees.
- 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.
- Setting | Elder Scrolls Chronicles
The Setting Season One Lore Policy Dragon Breaks & You THE SETTING It is the twilight of the Third Era . The ruby banner of the Septim Empire flutters on the brink of extinction, as the Mythic Dawn cult completes its long-planned conspiracy to end the line of Emperors and usher in a new era of Oblivion . In the shadows, Mehrunes Dagon stirs, eager for the moment when the Dragonfires die and his realm consumes Tamriel . But something is… wrong . Akatosh has eaten his tail. Time, once a river, now coils like a serpent. A fracture echoes through the Aurbis ―a soul, who should have been born, never was. A fixed point in fate, missing. A Dragon Break . And so, on the 27th of Last Seed, 3E 433, a certain cell in the Imperial Prison lies empty. There is no escaping prisoner. No Hero of Kvatch. No Champion of Cyrodiil. The thread of prophecy has unraveled. Without a destined hero to stand against the coming storm, Tamriel hurtles toward an unthinkable future. What becomes of a world abandoned by fate? Who rises to fill the void? Can mortals defy the broken prophecy - or is all doomed to fire, chaos, and anarchy? The Towers crumble. The Dragonfires fade. The Daedra march. The gods are watching. The timeline is broken. This is your story . Forge your own legend in a world where destiny has failed. The Missing Prisoner SEASON ONE Kvatch, the City of Akatosh On the western edge of Cyrodiil, the Gold Coast thrives as a crossroads of peoples and fortunes. Merchants, pilgrims, and wanderers from every province pass through, seeking prosperity in the beating heart of the Abecean trade routes. At the center of it all stands Kvatch, proud sentinel of the Gold Road, commanding the flow of commerce with its tolls and its armies. Silver mined from Colovian hills fuels the city’s wealth, feeding Imperial coffers and supplying the mint of the Empire itself. Yet Kvatch is more than a mercantile power―it is a holy city. The Temple of Akatosh, gleaming above the city’s skyline, draws pilgrims from across Tamriel to pay reverence to the chief of the Nine Divines. Here, under the rule of Count Ormellius Goldwine, opportunity abounds. The Fighters Guild , Mages Guild , Imperial Legion , and Imperial Cult each hold a strong presence within the city, ever eager to welcome new aspirants to their ranks. Whether you are a Colovian by birth or a traveler from distant shores, the City of Kvatch offers paths to wealth, honor, and purpose. But beneath the gilded veneer, shadows lengthen. The fanatics of the Mythic Dawn whisper of an age of fire, t he pickpockets and cunning rogues of the Thieves Guild ever linger as opportunists, and in the halcyon halls of forgotten Ayleid ruins, the mysterious Unfeathered weave plots beyond mortal comprehension. The Gold Coast prospers, but its destiny is in the balance. For in Kvatch, the fate of Cyrodiil―and perhaps all of Tamriel―is already being written. LORE POLICY Key Lore Decisions The Elder Scrolls IV: Oblivion (Remastered) is our primary lore source and is favoured over others in most contradictory situations. The Champion of Cyrodiil does not exist. This is the most important change for the events portrayed on our server. Ithelia should never be referenced IC. Mehrunes Dagon did not invade Tamriel during the Second Era . The Planemeld did happen. Other events of Elder Scrolls Online (ESO) may be interpreted as being of dubious historical certainty. ESO lore concerning the culture of Bosmer, Khajiit, Altmer, Bretons, and Argonians is largely canon. Morrowind's portrayal of Nibenese and Colovian Imperials as distinct cultures different from each other is canon over Oblivion's portrayal. Morrowind's portrayal of the Fighters Guild is canon over Oblivion's. Skyrim, Morrowind, and Oblivion Remastered are our primary sources for race appearances. Daggerfall and other pre-Morrowind games are mostly non canon. While the UESP can be a great resource at times, and we link to it often on this site, do not take everything written on it at face-value. It is open to public editing, and as such, can be prone to inconsistent details, fanfiction, or misinformation. If anything contradicts established lore in the games, or things we have detailed on this site, please open a Narration ticket to ask for clarification. DRAGON BREAKS & YOU If you’ve ever spoken with a serious Elder Scrolls lore enthusiast, you’ve probably heard them say that, in this setting, you can’t really prove anything. Among popular fantasy franchises, Elder Scrolls stands out for its reliance on the unreliable narrator trope. Most of its lore comes through in-universe texts written by characters with their own agendas, flaws, and biases. Sometimes these characters are even outright conspiracy theorists — minotaur lore is a great example of this confusion in action. Inconsistencies and contradictions are everywhere: between games, between expansions, and even within the same game’s internal storytelling. From pre- and post-Morrowind eras, to differences between Skyrim, Oblivion, ESO, and Morrowind itself, the Elder Scrolls canon has been shaped by many authors across decades, each with varying styles and priorities. Some entries build a grounded, near-historical world with recognizable parallels to ancient cultures like Rome or medieval France. Others lean hard into high fantasy reminiscent of D&D or Dragon Age. This wide-ranging style gives fans enormous interpretive freedom — wonderful for single-player experiences, but a challenge for collaborative roleplay. As the storytelling team for Chronicles, we have to navigate these contradictions and make decisions about what is “true” for the sake of consistent and meaningful RP. Our guiding questions are: Which interpretation best supports engaging, interesting roleplay? Which version of events builds narrative tension and creates distinctive characters? Which vision maintains Elder Scrolls’ unique identity rather than making it feel generic or derivative of D&D? The rule of cool is also a core principle. We allow ourselves creative liberty to make interesting decisions. Ultimately, our mission is to build our own “Dragon Break” — a version of Nirn that best supports compelling stories, rich character backgrounds, and a world that feels deep rather than shallow. As Lawrence Schick once put it: “The lore is yours.” In that spirit, where the official games serve our purposes, we use them. Where they do not, we also consider high-quality community works such as Elder Kings , Project Tamriel , and r/teslore Apocrypha . These projects often show a remarkable understanding of the setting and should not be dismissed simply because they aren’t officially endorsed by Bethesda. Accordingly, we’ve made a set of clear lore decisions outlined above . Beyond these, if you want to bring in obscure lore or even creative fanon, please open a Lore Inquiry Ticket and discuss it with the Narration Team. The outcome of any Lore Tickets will be publicly documented, for those scholars among you who may enjoy such things.
- Factions | Elder Scrolls Chronicles
FACTIONS Below are the factions holding influence upon the Gold Coast at the end of the Third Era , that Narration seeks to put a spotlight on for this season. These are political entities with a firm agenda, who seek to further their authority and achieve their goals. You do not have to join any of them. Membership is optional, though they do come with boons, as you will be subject to conflict more than a character who is unaffiliated. You may only belong to one faction publicly at a time, though infiltration, deception, and secretive membership is possible through Narration support via a Narrative Guidance ticket. Each faction has five ranks that can be achieved, and ascension to the next rank is based off how high your Reputation is within that faction. Reputation is earned by performing faction related quests, participating in faction related events, and hunting down the enemies of your faction. Upon reaching the highest rank, you will receive an ability unique to your faction. THE CITY OF KVATCH +1 Speechcraft Whether a common citizen seeking safety and fortune, a petty noble vying for influence, or a guard dedicating your life to protecting your fellow city folk, you may find purpose and opportunity within the walls of the City of Akatosh . Shadows close in around the bastion, however, seeking to topple it. Can you help defend Kvatch and its prosperity? THE IMPERIAL LEGION +1 Athletics The primary fighting force of the Empire , the Ruby Ranks operate under the authority of the Emperor himself. They are considered one of the greatest armies ever assembled ― impressive in both their numbers and the quality of their training and discipline. Their main charge is to preserve the peace and rule of law, standing as a garrison against any and all threats against Imperial well-being. Do you have what it takes to be a legionnaire? THE IMPERIAL CULT Known mostly as The Church within Cyrodiil, the Imperial Cult reveres and carries forth the will of The Nine Divines , bringing divine inspiration and consolation to as many as they can. While not preoccupied with preaching and worship, they take pride in rooting out the heretics of their faith: daedra, undead, and lycanthropes. The most prevalent of these militant forces on the Gold Coast is the Order of the Hour . Will you spread the good word of The Nine? +1 Faith THE MYTHIC DAWN +1 Potential Worshipers of the Daedric Prince of Destruction, Mehrunes Dagon , the Mythic Dawn is a secretive and violent cult that seeks to liberate Tamriel from the rule of the Aedra , whom they believe were the original betrayers and usurpers of the late Lorkhan . Do you see the lies that the Empire, and the very gods, are built upon? Do you have the cunning and determination to carry forth a revolution that would change the world? THE UNFEATHERED +1 Spell Potency Word has spread of a strange host stationed in the Ayleid ruins of Garlas Malatar . Though their intentions and agenda are unknown, they are avidly hunting the undead and are seeking recruits, offering power and knowledge in exchange for servitude to their enigmatic master. Are you drawn by their mystifying allure? NOTE: This faction is not immediately joinable, and will open later in the chronicle. THE FIGHTERS GUILD +1 Resolve A professional organization chartered by the Emperor to regulate the training and hiring of mercenaries across the Empire, the Fighters Guild is serviced to protect and support commerce by driving away monsters, beasts, and bandits, for the Legion cannot be everywhere at all times. THE MAGES GUILD +1 Lore A professional organization dedicated to the study of magicka and alchemy , who aid one another's experiments and research by pooling together their collective funds. They are mandated by the Empire to provide magical services and training to the public. Only two years ago, Archmage Hannibal Traven has banned the practice of necromancy under threat of imprisonment and death, and has sought to actively hunt them. THE THIEVES GUILD +1 Security Also known as the Children of the Shadows and the Fingers of the Fox, the Thieves Guild is a clandestine organization of professional criminals. They are actively hunted by city watchmen and the Imperial Legion, forced to gather in secret hideouts to plan their schemes. Those within the guild are not killers, taking pride in having honor amongst thieves. They take pity on the poor and target wholescale settlements rather than individuals.
- Gathering | Elder Scrolls Chronicles
Gathering Gathering Nodes Other Gathering Methods Exchanging Materials GATHERING Gathering Basics Gathering is how you gain the resources required for crafting items, no matter what they are. You gain 3 Gathering Points ( GPs ) per day. Note: The only exception is the Peaceful Trait, which gives you 4 per day. You can store up to 12 GPs per day, just like Enco unter Energy . By spending one GP on a Gathering Node , you can get a random material from that node's type - for example, metals from a rock, herbs from a patch of grass, and so on. Gathering Nodes Gathering Nodes are always by an Encounter Zone . However, their specific locations are randomized after each server restart - you'll always find them by Encounter Zones but they might not be in the same location, or even by the same Zone. They are made obvious by glowing green sparks visible above them, like in these pictures: When you've found a Gathering Nodes , you can Harvest Resources for one GP . This will roll a flat check against item rarities, and grant you a reward based on that roll. Whilst you may harvest from the same node multiple times, doing so will roll that flat check with disadvantage - which means it'll be rolled twice, and you will take the lower result. This incentivizes but does not enforce you to explore the map and find more nodes. Other Gathering Methods Creatures from Encounter Zone battles can drop ingredients and reagents, usable in Cooking and Alchemy crafting. You can also find Herbs at Herb Nodes - these are scattered around the map, and are NOT found in Encounter Zones . They are one time use only nodes, but they respawn frequently. Exchanging Materials After gathering an item, you can either use it in crafting which is explained in its respective section in this article, or if you've acquired a higher tier of rarity than you need, you can exchange it for two of a lower rarity at the Trident Exchange in Anvil. There, you are able to pay a small commission fee to downgrade a material of a higher rarity into two of a lower rarity. They have to be of the same 'type', e.g. wood goes into wood, and cannot become metal.
- 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. 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 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 contain up to two uses of a single Elixir before it must be Refilled through the use of Poultice Bases, which can be purchased from an NPC Vendor or procured from a Steward. 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 .
- Item Catalog PoC | Elder Scrolls Chronicles
Placeholder PLACEHOLDER Exquisite Silk Regalia
- Activities | Elder Scrolls Chronicles
Placeholder PLACEHOLDER
