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- Bosmer | Elder Scrolls Chronicles
BOSMER Overview Stats & Subraces Portrayal -- The Bosmer , also known as Wood Elves are the Mer or Elven folk that inhabit the heavily forested province of Valenwood , to the southwest of Tamriel . They're known as agile scouts and thieves, with a mastery over archery rarely bested. Their adventurous sense have spread them all over Tamriel, adapting to most environments they settle in, while others prefer to stay in their forests following the tenets of the Green Pact . They follow naming conventions similar to their other Elven cousins. Primary Stats +1 Agility +1 Endurance +2 Piercing +1 Initiative +1 Acrobatics +1 Piercing Resistance Subraces Silvenari Your character is of the Silvenari culture, from Malabal Tor. Known for their ancient knowledge and magical prowess. Considered more 'regal' and sophisticated than their Boiche cousins. +1 Spell Potency -1 Piercing Boiche Your character is of the Boiche culture, from Grahtwood. Known for their courage and resilience. Considered 'tribal' or 'primitive' by some outsiders, and their Silvenari cousins. +1 Resolve -1 Initiative Arenthii Your character is of the Arenthii culture, from Arenthia. Dwelling in a savannah rather than forest, the Arenthii live as persistence hunters. They must often run long distances to catch prey. +1 Athletics -1 Acrobatics Dummy Text. Appearance & Culture Foreign Views The Province of Valenwood Religion The Bosmer are known to be shorter and lither than other Mer. Different from most other races, Bosmer women tend to grow taller than the men. Their features are heavily influenced by the environment their society originated from, with complexions ranging from fair to swarthy. Their eyes tend to be deep brown or dark, with some Wood Elves having black orbs for eyes. Their hair is usually some tone of brown, lighter or darker. Many of the wilder Bosmer living in Valenwood tend to keep it short or tied, so it doesn't get in the way. Upon reaching a certain age, it isn't uncommon for Bosmer men to grow beards. Depending on where the Bosmer lives or is born, their fashion varies. If they're born or live outside of Valenwood, most Bosmer would adapt to the local customs and style. Those born in Valenwood usually prefer to wear clothing made from animals, like leather or bones, as well as different accessories crafted with feathers or insect shells. Some Bosmer glue horns from different animals into their foreheads, though there are cases of those that have been born naturally with them and are considered blessed by Y'ffre . Likewise, some Bosmer in Valenwood have been known to file their teeth to help with their cannibalistic rites. Culture The most defining point of the Bosmeri culture is the Green Pact . The Pact has very clear rules that have to be respected at all times: Do not harm the forests of Valenwood. Do not eat anything made from plant life. Only eat meat. When enemies are conquered, their meat must be eaten and never left ot rot. Never kill wastefully. Never take on the shape of beasts. These tenets are fiercely defended and practiced by most Bosmer in Valenwood, though much rarer in those Bosmer that live outside of their home province or were born in other provinces as their ritualistic cannibalism is seen as barbarism outside of their religion. In exchange for following these rules, the Bosmer believe that their patron deity Y'ffre allows them to live in the vast forests of Valenwood, under his protection. In dire times of war when the forests and Bosmer are threatened, they can call a Wild Hunt . The Wild Hunt is a ritual that turns the Bosmer involved in it irreversibly into rabid, eldritch beasts that rend and cannibalise anything in their path. Only two Wild Hunts have ever been documented in Tamrielic history, as for the Bosmer this is the most extreme measure due to their belief that once they lose the original humanoid shape that Y'ffre blessed them with, they will return to the Ooze , a state of formless chaos previous to Y'ffre's intervention to shape the world. Their religious caste enforces the tenets of the Green Pact with zealous efficacy. The Spinners fulfill the roles of both priests and historians. It is their belief that Y'ffre sings through them as they tell their stories. Despite this, Bosmer have a very different outlook to life, preferring to "live in the present" instead of being anchored in the past or preparing for the future. The Spinners work alongside with the Greenspeakers or Pod-Singers to build living space for their people while respecting the tenets of the Pact. The Greenspeakers are said to sing for days on end, asking the Green to shape itself to create houses, buildings and entire settlements by directly shaping the trees around them. The Spinners also choose who will become the next Green Lady and Silvenar once the previous ones die. Apart from the king sitting in the throne within Elden Root , the Bosmer have two extremely important political and religious figures that embody their bodies and spirits: the Green Lady and the Silvenar. Both are part of the same union that make Valenwood whole. The Silvenar is often viewed by outsiders as the political representative for foreign affairs, though in truth he is said to represent the Bosmer people legally, physically and emotionally. He is extremely empathic and always ready to listen to the pleas and concerns of his people. His other half is the Green Lady. She's known as the Protector of the Bosmer people. She's the embodiment of their ferocity, strength and independence. While the Silvenar is considered the spirit and mind of the Bosmer people, the Green Lady is the body and strength that protects them. Cultural Equivalence & Influences Bosmeri culture is mostly inspired by a mash-up of Native American societies, as well as taking some aspects of ancient European Celtic tribes. With the victory of Tiber Septim over the Summerset Isles thanks to the Numidium during the Tiber Wars , both the Summerset Isles and Valenwood were annexed into the growing Third Empire due to the dissolution of the Second Aldmeri Dominion . This historical event also brought back the Camoran Dynasty to the throne of Elden Root , the capital of Valenwood. Hundreds of years passed and by 3E 249, the growing discontent of the Bosmer under the imperial rule was more than palpable. Haymon Camoran took advantage of the fact and, with the help of a mysterious benefactor, claimed the throne for himself and began a war with Valenwood first, and then against the other provinces of Tamriel. Thanks to an army composed of Daedra and undead hosts, his campaign was very successful and swift, conquering the entirety of Valenwood swiftly and then expanding his sights towards Colovia and Hammerfell . With his power waning, Valenwood revolted against his tyrannical rule and, weakened, ended up failing to conquer High Rock after being defeated and killed against the combined might of its kingdoms. Currently, Valenwood is a torn and ravaged land, its people leaderless and distrustful of anyone who would claim the throne for themselves, as well as very discontent with an Empire that has again failed to defend them. The Imperial province of Valenwood can be divided in four main regions that border Cyrodiil to the north, Summerset Isle across the ocean to the west and Elsweyr to the east. Grahtwood: The southeastern region of Valenwood, a jungle filled with colossal graht-oaks. It hosts the capital, Elden Root , a city built around the Elden Tree . The other major cities of the region are Southpoint and Haven . Greenshade: The southwestern region of Valenwood. It features smaller woods and meadows in contrast with the great jungles of Grahtwood. Their main city is Woodhearth , and other major cities include Greenheart and the Altmeri city of Marbruk . Some people venerate the mysterious Wilder King , an ascended mortal with strong ties to the Green. Malabal Tor: The northwestern region of Valenwod. While it's also covered in a jungle similar to Grahtwood, it's denser and the trees are much smaller in scale. Malabal Tor hosts the city of Silvernar , the spiritual center of Valenwood, and the city of Falinesti . It also contains the location of the Ouze , a tar pit that is believed to directly link with the Bosmeri afterlife of the Ooze. Reaper's March: The western portion of the Reaper's March region, known as the Northern Woods, makes up the northeastern reaches of Valenwood. As Greenshade, it's sparsely forested. The greatest city of the region is the multicultural Arenthia . Due to the proximity to Cyridiil and Elsweyr, this region counts with a greater number of ruins from Bosmeri, Colovian and Khajiiti origins after many different raids and incursions throughout the years. The Green Pact has a weaker hold in this region due to the distance with the forests of Valenwood proper and the proximity to the savannahs of Elsweyr. Aside from the cult of Y'ffre and the Green Pact, the Bosmer follow their own Eight Divines: Y'ffre , the God of Song and Forest. Auri-El , the God from which the Wood Elves originate. Arkay , the God of Burials and Funerary Rites. Xarxes , the God of Secret Knowledge and Magic. Mara , the Goddess of Love and Fertility. Stendarr , the God of Compassion and Righteousness. Z'en , the God of Vengeance and the Green. Baan Dar , a Trickster God introduced through their contact with the Khajiit and a God of Archery.
- Settlements & Sieges | Elder Scrolls Chronicles
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- Thievery | Elder Scrolls Chronicles
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- Systems | Elder Scrolls Chronicles
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- Donations | Elder Scrolls Chronicles
DONATIONS Thank you for considering to offer your financial suppor t to the server. The Elder Scrolls: Chronicles is a hobby project funded by FirstLaw and Xynrael. They cover the server's expenses out of pocket, and are prepared to do so for the foreseeable future. As a result, we are able to maintain a donation policy which we believe is fair, ethical, and supportive towards our community. We will not provide any mechanical advantages, unique races, or other special privileges to players who donate. You may donate through Ko-Fi or PayPal . Budgeting Funds will be spent, at the discretion of the Custodians, on the following expenses in order of priority: Server maintenance costs. Server-related expenses (premium Discord tools, ticket bot, Github premium, website hosting, etc.). Paid server advertisements. Commissions of Elder Scrolls related assets from Conan Exiles mod developers. Donation Tiers Tiers receive all the benefits of tiers above them. If you decide later that you want to upgrade to a higher tier, the value of your current tier will be discounted from the total. Donation rewards can be redeemed once per season , though you must donate again to do so. Discord roles will never be removed regardless of season, even if you do not choose to renew your donation tier. ADORING FAN +20 Chronicle Coins $5 LEGIONARY Journeyman - Blunt Apprentice - Athletics, Intimidation Novice - Melee Accuracy, Resolve Special gold color for in-game name. +100 Build Allowance for all characters during the season. $15 BLADE Special blue color for in-game name. Screenshot of your choice as a loading screen, along with an appropriate loading screen quote of your choosing. A mention / thank you on the website. +100 Build Allowance for all characters during the season (200 total). $50 ELDER COUNCIL Special purple color for in-game name. +100 Build Allowance for all characters during the season (300 total). You may request for a weapon, clothing, or armour model that you have commissioned from a third party modder to be added to the Server Mod. It may be exclusive to you for one season, after which it will become available for all users. $100 Your commissioned asset must be appropriate to the Elder Scrolls setting and lore. By using this donation reward, you agree that Chronicles may continue to use this asset in perpetuity whether or not you continue to play on the server. Chronicles Staff will not create your mod asset―you must commission it or create it yourself.
- 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. The blasphemous Worm Cult schemes to unearth forbidden necromancies. The 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 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.
- Dark Paths | Elder Scrolls Chronicles
DARK PATHS In the shadows, there is power to be found for the unfettered―likely the product of taboo study, improbable circumstance, or Daedric pact. Beware: these paths will drive you from the arms of civilization, for to be discovered as a traveler of such a road is to bring upon fear, disgust, and the wrath of the Divines, even if not all those who walk these paths are wholly evil. The paths below are skills all their own, once unlocked, and must be invested into via Perk Points like any other skill. Not all those who venture down these paths seek to master them, or have the capability to do so. How far down the trail will you tread, I wonder? Unlocking Your Path The base cost of a Dark Path is 50 Chronicle Coins (CC) for those who do not wish to seek out the RP of transforming or learning in-game. You will choose your path from the options listed below. Upon completing the transaction, you will be prompted to open a ticket with Narration . In this ticket, you will be asked to provide Narration with the following: How did your character approach their Dark Path? What happened to your character to achieve their chosen path? Are there any consequences you would like this to have for your character? Narration will proceed to help you workshop and approve this concept. Once you are set, you will receive a "Password". This will be used in the Character Menu in-game to unlock your skill tree. Transforming / Teaching Others Teaching another the forbidden knowledge of your Dark Path, or imposing your affliction upon them via bite, can be done without CC cost for either party. Both parties will receive a temporary debuff and, after the process is complete, the master / afflicter will not be able to teach or transform another for an extended period of time. The new fledgling or acolyte may then follow the process outlined above for unlocking their Dark Path. Covens, Packs, and Cults There are currently no mechanics at this time to support or mandate the creation or maintenance of covens, packs, or cults as it pertains to Dark Paths. Your master / sire has no supernatural control over you once you are taught or transformed. It is up to the discretion of both parties on how the dynamic will develop from there. Ascension To upgrade from the base path into its advanced form... Vampire -> Vampire Lord Werewolf -> Werewolf Behemoth Necromancer -> Lich ...you will open a Special Character application with Narration once you have spent the required 70 CC. In this ticket, you will go through the normal Special Character application process. If the slots are full, you will be informed and your CC will be returned, so that you may revisit the application at a later date. THE PATH OF VAMPIRISM "Your sleep is troubled by nightmares of a beautiful woman... who you murder in a dark place." A perverse creation of Molag Bal , vampires are immortal, undead beings personified by an endless hunger; they crave and feast upon the blood of the living, spreading their affliction as they feed. As a result, most vampires are a product of disease . They are weakened by sunlight, appear more monstrous the longer they go without blood, and are imbued with supernatural strength and innate powers pertaining to blood , shadow , and illusion magic. THE PATH OF LYCANTHROPY "You dream of the moon, and of a man who is less than a man." A "blessing" of Hircine , lycanthropy too is a disease , an affliction of both body and spirit. Lycanthropes are bound to the moon, transforming into feral monsters that are caught halfway between man and beast, embodiments of the Hunt. In this form, they are overcome by bloodlust more often than not, wielding terrifying strength, speed, endurance, and agility. Currently, the only playable werebeast is a werewolf. THE PATH OF NECROMANCY "The wails of lost souls and the sounds of shambling bones plague your dreams―a vision of a place veiled in purple fog." A school of magic that seeks mastery over life and death, necromancy is often seen as grotesque, its practice being outright banned by the Mages Guild . Necromancers manipulate body and soul, bending spirits and corpses to their will through entrapment and reanimation, utilizing Black Soul Gems. With their knowledge largely being sourced from Molag Bal , and infamously wielded by Mannimarco , its study has fallen into the dark corners of the world, most commonly attracting foul personas.
- Special Characters | Elder Scrolls Chronicles
Special Characters Mechanics SPECIAL CHARACTERS Special Characters (SCs) are unique, high-impact roles designed to enrich the server’s narrative. They are story-driven characters with purpose, influence, and the ability to shape the world around them. SCs are not restricted to villains. You can be benevolent or neutral as well. A holy knight, a political powerbroker, a merchant magnate, or a Daedric servant are all possible examples, as long as your concept has story impact. SCs start their journey at level 15 and cannot make use of the New Game+ mechanic. What Makes an SC? Uniqueness: Your role should stand out from regular characters. Influence: Your actions should meaningfully affect other players or the world. Story-Driven: You should have a clear goal that drives your narrative. Engagement: You should actively involve others in your story. Relevance: Your concept should be relevant and fitting within the current setting and story. Slots & Access 5 player slots (non-staff). 2 staff slots. Cost: 120 Chronicle Coins (CC). Early Engagement: If no SCs are active, 2 slots open at 80 CC. Player Expectations Lore Accuracy: Your concept needs to adhere to established Elder Scrolls lore. Visibility: At least 3 meaningful story beats or interactions/month. Proactivity: SCs are meant to engage with the world, not hide in the shadows. Story Over Prestige: If you hoard your role without using it, it will be retired. Lifespan & Retirement Max 2 seasons per SC. 1 season cooldown before reapplying with the same SC. You may apply for a different SC immediately after retirement. Buffs help survival, but do not guarantee safety. Final Word Special Characters are for players who want to push the story forward. They are a chance to be remembered as a saint, a schemer, a leader, or a servant of the Princes, but always as a character who made a mark on the world. If you have the necessary Chronicle Coins, if there are open slots, and if you believe you have a concept in mind that could enrich the server and bring story to others, you may apply via opening a Special Character Application ticket under the Narration ticketing channel. In the instance that you may be denied, please do not be discouraged. There are many variables that we will weigh when considering an SC application and a denial is not always attributed to your writing. We will be transparent in our review in order to provide insight that may help you understand the decision we made and where you could have improved. Your time and your passion are very much appreciated, and we will do our best to respect that during the process. We cannot accept everyone. Buffs & Perks Each SC receives buffs suited to their concept. These are not without limit and are tools meant to make your role impactful. Examples of Combat-Oriented Buffs: +25 Health +20 Magicka/Stamina +5 Potential +2 Physical Resistance +2 Magic Resistance +2 Resilience Examples of Non-Combat Buffs: Expanded build/clan size. Additional wealth/resources. Political authority. Influence over factions, trade, or religion. Access to unique artifacts. Legendary Actions Every SC may choose one Legendary Action from a list provided during application. These are unique and powerful abilities that go beyond the normal scope of what a character can achieve. They are meant to highlight the extraordinary nature of your SC. Examples of SCs The following examples are here to show how buffs and perks might look for an SC, though they are not indicative of how detailed a concept should be (these are styled to be brief). They are only suggestions. The sky is the limit when it comes to your concept. Players have full agency over what they apply for, as long as it fits the server’s tone and lore. Benevolent Example: A Blade An Imperial specialist dedicated to protecting the emperor and his bloodline, as well as intelligence gathering. Buffs: +25 Health, +20 Stamina, +2 Physical Resistance, +2 Resilience Non-Combat Perks: A level of authority within the Imperial ranks. Neutral Example: Merchant Prince/Princess A wealthy magnate controlling supply lines and trade. Buffs: +2 Speechcraft, +2 of Chosen Craft Skill Non-Combat Perks: Increased clan size and starting wealth, ability to enforce trade influence or sanctions, and widespread contacts. Ambiguous Example: Elder Council Member A political figure steering Imperial policy from the shadows or in public. Buffs: +3 Speechcraft, +15 Magicka Non-Combat Perks: Political authority, ability to influence Imperial factions, and access to state resources and guards. Ruthless Example: Dremora A Daedric servant bound to Tamriel, carrying out their Prince's will and testing mortals. Buffs: +25 Health, +20 Magicka, +2 Magic Resistance, +2 Physical Resistance
- Monster Play | Elder Scrolls Chronicles
Monster Play Mechanics Catalog: Tier 0 Catalog: Tier 1 Catalog: Tier 2 Catalog: Tier 3 Catalog: Tier 4 MONSTER PLAY Monster Play allows players to portray non-sentient or partially-sentient creatures in the Elder Scrolls universe, allowing for opportunities to be villainous, trouble-making antagonists that cause mayhem and chaos! To begin Monster Play, you do not need to create an alternative Steam account like with previous iterations. You do, however, need to activate Monster Play via one of the designated NPCs found in the major cities . After doing so, you will be able to toggle Monster Mode. When enabled, your RPR sheet will be swapped for your monster's and most commands available to normal players will be disabled. In order to enable Monster Mode, [... description for enabling Monster Play in-game to go here ...]. Monster creatures do not level up, acquire experience, gather materials, fight Encounters , or otherwise engage in most of the activities normal Player Characters perform. Instead, monster creatures have a predetermined stat sheet, given to them at creation, that unlocks a selection of spells, techniques, and abilities appropriate to the monster. All monsters are unable to equip gear. If appropriate, and entirely at their discretion, the Narration team may choose to grant new perks or other abilities to a monster. Monsters are expected to focus entirely on their roleplaying and providing content for others. They are also expected to be capable of engaging in conflict immediately after creation, which is why they do not engage in the same progression/growth mechanics as normal characters. All credit to jenghin2008 for most of the pixelated sprites that we use in the catalog below! Tiers Tiers represent the scaling of monsters. Each type of monster can evolve through the tiers, becoming stronger and more dangerous with each new tier. When you first begin playing a monster as a new initiate of Monster Play, you will start at Tier 0 and Tier 1. Each tier has a set amount of lives. Once your lives run out, you lose that monster. You may represent a higher tier creature within its chain of evolution as a pack / group of its lower tier counterparts, if you wish. Tier 0 (Level 0): The scum of the scum. Winning is practically not an option for this tier. Survive if you can! Infinite lives. Tier 1 (Level 5): Can hold their own, but not for long. Meant as the 'first challenge' type of enemy, that may teach someone the basics of combat. Infinite lives. Tier 2 (Level 10): A decent fight that might last more than five turns, where groups are starting to become needed to win against them. Not impossible to face as a solo encounter, but will provide a difficult challenge. 3 lives. Tier 3 (Level 15): Truly a battle. A monster capable of becoming a local menace. Groups are highly encouraged. Solo acts become less and less likely. 2 lives. Tier 4 (Level 20): War. Solo encounters are practically impossible at this level of strength. These monsters are a genuine threat to the stability of the realm, or have the capabilities of such. 1 life. Monster Points Monster Points (MP) are the primary currency for purchasing new monsters. There are multiple ways to earn MP. Monster Point Rate Every hour, a monster will receive a certain amount of points based on their tier. Tier 0 ― 50 MP / hour Tier 1 ― 25 MP / hour Tier 2 ― 10 MP / hour Tier 3 ― 5 MP / hour Tier 4 ― 0 MP / hour Encounters Points are awarded for encountering and doing battle with another player. This is to incentivize engaging with other players rather than solely seeking victory. Tier 0 ― 150 MP Tier 1 ― 125 MP Tier 2 ― 100 MP Tier 3 ― 50 MP Tier 4 ― 25 MP Prices Tier 0 ― Free Tier 1 ― 0-200 MP Tier 2 ― 200-400 MP Tier 3 ― 700-1,000 MP Tier 4 ― Malice & Demise only Malice A monster's EXP, tied to that specific monster that earned it. Used to evolve monsters up through the tiers, getting stronger as they go on. Malice Reward The amount of malice you earn depends on your tier. You are only rewarded malice for survival or victory. Survival Reward ― 10 Malice Victory Reward ― 20 Malice Evolution Costs The tier of the monster dictates how much malice you need to evolve to the next tier. The final evolution line of the monster is only obtainable via Malice progression. MP can purchase prior tiers. Tier 0 ― 10 Malice Tier 1 ― 20 Malice Tier 2 ― 60 Malice Tier 3 ― 120 Malice Chronicle Coins After reaching a threshold of MP earned, users will earn a certain amount of Chronicle Coins . MP Thresholds 500 ― 3 CC 1000 ― 5 CC 1500 ― 7 CC 2000 ― 9 CC 3000 ― 12 CC Evolution Death After a certain amount of evolutions (Tier 2 and above), upon the monster's death and deletion from their codex, the player will be rewarded with CC - a small thank you for, hopefully, creating a story with that monster. The rewards are: Tier 2 ― 3 CC Tier 3 ― 5 CC Tier 4 ― 7 CC Demise If a monster dies and is removed from your codex, whether through purchase or evolution, then you are rewarded with Demise, a small pity system that will eventually let you outright buy a Tier 4 monster. Tier 4 monsters are priced anywhere between 7 and 10 Demise. Demise Reward Tier 2 ― 2 Demise Tier 3 ― 3 Demise Tier 4 ― 1 Demise MONSTER CATALOG TIER O Mudcrab Type: Beast A chitinous terror. Price: Free Evolves Into: Hardened Mudcrab Wolf Type: Beast A predatory canine. Price: Free Evolves Into: Timber Wolf Rat Type: Beast A common rodent. Price: Free Evolves Into: Skeever Goblin Type: Goblinoid A twisted runt of a humanoid. Price: Free Evolves Into: Goblin Skirmisher Stunted Scamp Type: Daedra A diminutive daedra. Price: Free Evolves Into: Scamp Strident Runner Type: Beast A territorial bird. Price: Free Evolves Into: Strident Hunter TIER I Hardened Mudcrab Type: Beast A mudcrab tempered with age. Price: 50 MP Evolves Into: Giant Mudcrab / Spectral Mudcrab Wild Boar Type: Beast The wild tusked cousin of a pig. Price: Free Evolves Into: Bristleback Timber Wolf Type: Beast 100 pounds of hunting prowess. Price: 75 MP Evolves Into: Dire Wolf / Bone Wolf Giant Spider Type: Beast A massive, skittering spider. Price: 150 MP Evolves Into: Elder Spider Skeleton Type: Undead Shambling bones of a humanoid. Price: 150 MP Evolves Into: Skeleton Guardian Skeever Type: Beast A disease riddled rodent. Price: 50 MP Evolves Into: Giant Skeever Durzog Type: Beast A grotesque, reptillian dog. Price: 125 MP Evolves Into: Warzog Zombie Type: Undead A rotting humanoid brought back to life. Price: 150 MP Evolves Into: Headless Zombie Goblin Skirmisher Type: Goblinoid A goblin ambush expert. Price: 75 MP Evolves Into: Goblin Berserker / Goblin Shaman Imp Type: Golem Vile fiend sent from Oblivion. Price: Free Evolves Into: Stone Golem Ghost Type: Undead A chilling image of what once was. Price: 200 MP Evolves Into: Ancient Ghost Scamp Type: Daedra A small daedra full of burning rage. Price: 75 MP Evolves Into: Greater Scamp Starving Hunger Type: Daedra A bone-thin daedra on the hunt. Price: 175 MP Evolves Into: Hunger Strident Hunter Type: Beast An enraged, flightless bird. Price: Free Evolves Into: N/A Clannfear Runt Type: Daedra A small, crested, reptillian daedra. Price: Free Evolves Into: Clannfear Mummy Type: Undead Rotten flesh enwrapped. Price: 175 MP Evolves Into: Plaguebearer TIER II Giant Mudcrab Type: Beast A well-fed, long-lived mudcrab. Price: 200 MP Evolves Into: King Mudcrab Goblin Shaman Type: Goblinoid A depraved goblin spellcaster. Price: 250 MP Evolves Into: Goblin Conjurer Hunger Type: Daedra The horrific manifestation of hunger. Price: N/A Evolves Into: N/A Black Bear Type: Beast A massive, snarling, woodland creature. Price: 300 MP Evolves Into: Brown Bear Spectral Mudcrab Type: Nature Spirit The spectral avatar of a mudcrab. Price: N/A Evolves Into: N/A Greater Scamp Type: Daedra A muscular scamp covered in scars. Price: N/A Evolves Into: N/A Clannfear Type: Daedra A reptillian, daedric hunter. Price: 275 MP Evolves Into: Giant Clannfear Troll Type: Beast An apelike beast with long, powerful arms. Price: 375 MP Evolves Into: Savage Troll Dire Wolf Type: Beast A massive variant of the wolf. Price: N/A Evolves Into: N/A Bristleback Type: Beast A giant, enduring, furred boar. Price: N/A Evolves Into: N/A Skeleton Guardian Type: Undead A skeleton adorned with crusader's raiments. Price: 300 MP Evolves Into: Skeleton Hero Mountain Lion Type: Beast A rapid and vicious feline predator. Price: 300 MP Evolves Into: N/A Bone Wolf Type: Undead The animated bones of a wolf. Price: N/A Evolves Into: N/A Elder Spider Type: Beast A massive, long-lived arachnid. Price: 275 MP Evolves Into: Webmother Headless Zombie Type: Undead A necromancer cleverly removed this zombie's weakness. Price: 275 MP Evolves Into: Dread Zombie Will-o-the-Wisp Type: Nature Spirit A luminous being of magic. Price: 400 MP Evolves Into: N/A Giant Skeever Type: Beast A pus-covered, giant rodent. Price: N/A Evolves Into: N/A Warzog Type: Beast A large, crudely armored durzog. Price: N/A Evolves Into: N/A Ancient Ghost Type: Undead The ghostly image of a bygone era. Price: 325 MP Evolves Into: Wraith Spriggan Type: Nature Spirit A womanly guardian of the forest. Price: 375 MP Evolves Into: Elder Spriggan Goblin Berserker Type: Goblinoid A furious goblin shaking with rage! Price: 250 MP Evolves Into: Goblin Warlord Stone Golem Type: Golem Animated, hulking stone. Price: 275 MP Evolves Into: Gargoyle Plaguebearer Type: Undead Rotten bandages failing to contain an ancient plague. Price: 350 MP Evolves Into: Barrowguard Flame Atronach Type: Daedra The heat of Oblivion given life. Price: 350 MP Evolves Into: Frost Atronach TIER III King Mudcrab Type: Beast A giant mudcrab covered in battlescars. Price: 700 MP Evolves Into: Emperor Crab Skeleton Hero Type: Undead What remains of a legendary hero. Price: 700 MP Evolves Into: Skeleton Champion Wispmother Type: Nature Spirit A frozen, ghastly, elemental woman. Price: 875 MP Evolves Into: Welkynd Spirit Goblin Warlord Type: Goblinoid An armoured, gibbering menace. Price: N/A Evolves Into: N/A Dread Zombie Type: Undead A relentless, vaporous zombie. Price: N/A Evolves Into: N/A Elder Spriggan Type: Nature Spirit An ancient spriggan of hardened bark. Price: 850 MP Evolves Into: Lurcher Goblin Conjurer Type: Goblinoid A goblin spellcaster with a knack for summoning. Price: N/A Evolves Into: N/A Wraith Type: Undead The darkest expression of spirit. Price: 750 MP Evolves Into: Gloom Wraith Frost Atronach Type: Daedra The chill of Oblivion. Price: 825 MP Evolves Into: Storm Atronach Lesser Ogre Type: Goblinoid A dim-witted brute. Price: 825 MP Evolves Into: Ogre Webmother Type: Beast A massive black widow covered in writhing egg sacs. Price: 800 MP Evolves Into: Spider Daedra Barrowguard Type: Undead An undead guardian of ancient crypts. Price: 850 MP Evolves Into: Minotaur Barrowguard Minotaur Type: Beast Primal beastfolk with a man's body and the head of a bull. Price: 900 MP Evolves Into: Minotaur Lord Land Dreugh Type: Beast A horrific combination of crab and Mer. Price: 700 MP Evolves Into: Dreugh Broodmother Gargoyle Type: Golem A construct meant to protect or ambush. Price: N/A Evolves Into: N/A Brown Bear Type: Beast The more fearsome cousin of the Black Bear. Price: N/A Evolves Into: N/A Lesser Daedroth Type: Daedra A large, bipedal daedra akin to an alligator. Price: 850 MP Evolves Into: Daedroth Giant Clannfear Type: Daedra A hulking clannfear with battle-sharpened claws. Price: N/A Evolves Into: Ogrim Savage Troll Type: Beast A battle tested troll driven by hatred. Price: 1000 MP Evolves Into: Udyrfrykte Winged Twilight Type: Daedra Winged, feminine daedra with bat-like wings. Price: 900 MP Evolves Into: Grievous Twilight TIER IV Emperor Crab Type: Beast Mortal weapons cannot pierce the chitin of this colossal mudcrab. Price: 7 Demise Udyrfrykte Type: Beast A legendary troll known for turning invisible. Price: 10 Demise Spider Daedra Type: Daedra Semi-intelligent, half-woman daedra with the lower body of a giant spider. Price: 9 Demise Ogrim Type: Daedra A dim-witted, ogre-like daedra who relishes in torture. Price: 8 Demise Skeleton Champion Type: Undead The remains of a fabled, armored champion. Price: 7 Demise Gloom Wraith Type: Undead The avaricious gloom of a dark lord. Price: 8 Demise Welkynd Spirit Type: Nature Spirit An Aetherial spirit pulsing with magic. Price: 9 Demise Lurcher Type: Nature Spirit A twisted golem of wood and thorns. Price: 9 Demise Storm Atronach Type: Daedra The storms of Oblivion made manifest. Price: 8 Demise Minotaur Lord Type: Beast The brutal leader of a minotaur clan. Price: 9 Demise Grievous Twilight Type: Daedra The winged, hulking visage of evil. Price: 9 Demise Ogre Type: Goblinoid A mountainous brute bedecked in armour. Price: 8 Demise Dreugh Broodmother Type: Beast A colossal mother of the dreugh, sparking with electricity. Price: 8 Demise Minotaur Barrowguard Type: Undead An enchanted, mummified minotaur. Price: 9 Demise Daedroth Type: Daedra A more feral Daedroth from the depths of Oblivion. Price: 8 Demise
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