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  • 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.

  • 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.

  • Nord | Elder Scrolls Chronicles

    NORD Overview Stats & Subraces Portrayal -- Nords , sometimes called the Northmen or the Children of the Sky, are a proud, hardy, stubborn, and passionate human people with a natural resistance and acclimation to the cold mountains of their homeland: the northern province of Skyrim . Known across Tamriel as brave, fierce, enduring warriors of brawn, they often fill the roles of soldiers, mercenaries, and guards across the continent, excelling in all manner of warfare and garnering a militant reputation that their neighbors are oft wary of. They originally hail from the far northern realm of Atmora , having sailed south to Tamriel in ancient days under the famed leadership of Ysgramor . Like every race, they have their own unique naming convention . Primary Stats +1 Strength +1 Endurance +2 Resolve +1 Intimidation +5 Stamina +3 Frost Resistance +1 Physical Resistance Subraces Eastmarcher Your character is of the Eastmarcher culture, known for their hardiness, pride, and distaste for foreigners. +1 Blunt Resistance -1 Frost Resistance Westholder Your character is of the Westholder culture, known for their welcoming nature and bardic traditions. +1 Personality +1 Speechcraft -1 Strength -1 Intimidation Skaal Your character is of the Skaal, from Solstheim. Cousins to the other Nords, considered more primitive by some. Known for their more 'stone-age' fashion, and their unique religion. +1 Faith -1 Intimidation Subrace: Eastmarcher Required Features: May have a maximum of 0.005 eye glow. Scandinavian skin-tone / complexion. Encouraged Features: Blue eyes. Blonde hair. Subrace: Westholder Required Features: May have a maximum of 0.005 eye glow. Scandinavian skin-tone / complexion. Encouraged Features: Blue eyes. Blonde hair. Subrace: Skaal Required Features: May have a maximum of 0.005 eye glow. Scandinavian skin-tone / complexion. Encouraged Features: Blue eyes. Brown hair. Appearance & Culture Foreign Views The Province of Skyrim Religion The tallest of all the Tamrielic human races, Nords are fair-skinned and mostly fair-haired, tones of blonde, red, auburn, chestnut, and earthy brown being the most common among their people. Styles of their hair have a wide variety, ranging from long and flowing, shoulder length tresses to shorter cuts. Braids are looked upon favorably and beards are by no means uncommon amongst the men. Their eyes usually range between blue, grey, hazel, brown, and the rare green. Broad shoulders and squared facial features are more prevalent than not, among both men and women. Most Nords, like their homeland and their culture, take on a more rugged look, not caring about aesthetics as much as other races might. They dress to fit the climate in which they live, but much of their attire is usually practical, able to weather a storm―crafted from animal skins and cotton. In the colder climates, they frequently dress themselves in furs of various colors. Some Nords take a liking to warpaint and tattoos, either for personal reasons or for ancestral pride. Culture Strength and skill are respected most of all by the Nords, but it is tempered by superstition born from the old ways. The heavier the influence of the ancient Nordic traditions, the stronger the wariness and intolerance they hold for outsiders and those different from them. While magic used to be held in high regard with the reverence of Shor , it dwindled overtime, tainted by the poor experiences of the Nords with the Dragon Cult , the Falmer , and the recent madness of Queen Potema . Magic is distrusted, seen as dangerous in its power and volatility. In the same vein, there is a general resentment that all Nords feel for elves, ingrained in them from bygone days of Falmeri wars that have resulted in Nords of the current era blaming all of their unexplained misfortunes on the Falmer and their vile ways. Tradition in the old holds of Skyrim leads young men to venture out into the icy wastes in the dead of winter to battle and defeat an Ice Wraith in order to claim citizenship. Nords also practice wergild, a traditional rite of retribution where, when a life is taken, a life must be accounted for in return, either through blood or material payment. Nearly all Nords garner a love for music and mead and are known for their warm, hearty feasts. Farming is a difficult thing in Skyrim, and as such, meat and berries make up a majority of the Nord Cuisine : wild game, fish, large roasts, and rustic desserts. Nordic architecture is as stubborn and enduring as their people, lasting hundreds of years, built partly underground to conserve heat. Stone is used for a base, wood for support, and straw for the roof. Subcultures The Nord people fall roughly into three different groups: Eastmarchers: Nords of the old holds, known for their hardiness, pride, and distaste for foreigners. Westholders: Influenced by Imperials and Bretons , these Nords are known for their welcoming nature and bardic traditions. Skaal: Originating in Solstheim , the Skaal are cousins to other Nords, considered more primitive by some and known for their more archaic fashion and unique religion. Cultural Equivalence & Influences Nords are heavily influenced by the Norsemen of Scandinavia and northern Germany, who were prevalent in the Early Middle Ages. Their aesthetic matches closely to the Vikings, though they are not as seafaring. The Skaal are very similar to the Sami people of Finland, especially in the context of being somewhat removed from the greater Norse culture. Dovahzuul, the language of dragons, is inspired by ancient cuneiform and Old English. Nearly 400 years ago, the Nords stood against Tiber Septim in their seizing of Sancre Tor . After Tiber Septim reclaimed it in 2E 852 , however, the Nords were absorbed relatively peacefully into the Empire . Many Nords have supported their families through employment with the Imperial Legion since. The most recent notable event of the Nords is their participation in the War of the Red Diamond roughly 270 years ago. Skyrim supported Queen Potema against the greater Empire, fighting for seventeen years in a gruesome civil war that unraveled the madness of the Wolf Queen, who turned Solitude into a "land of death" with her unbridled use of Necromancy and daedric summoning, allegedly even turning generals and servants into the undead. It is whispered that the sickness of her mind was so potent that it was responsible for the infamous madness of her successor in Solitude: Pelagius the Mad . Queen Potema was defeated and slain, and in the wake of her fall, an underground movement in Skyrim, called the Hörme, rose. It is their belief that the Wolf Queen and her deposed son, Uriel III , were the last of Tiber Septim's true blood. In her name, they continue to lead raids against Imperial interests in Skyrim. A cold and mountainous region known as the Old Kingdom, Mereth, or the Fatherland, Skyrim is the northernmost province of Tamriel dotted with ruins and the scars of past wars. It is ruled by the High King, who is chosen through the Moot , a convention of the regional rulers of the realm―the Jarls . A jarl presides over each hold of Skyrim: Eastmarch Falkreath Hold Haafingar Hjaalmarch The Pale The Reach The Rift Whiterun Hold Winterhold "A Nord is judged not by the manner in which he lived, but the manner in which he died." To die honorably and valiantly is to secure one's afterlife in Sovngarde , the Hall of Valor―a place of unending bliss and camaraderie, frozen in time. It is this belief that give the Nord people hope to commit acts of bravery and to endure their harsh lands and their harsh lives, for there is a grim truth for all pious Nords: Alduin, the World-Eater, will eventually devour the world. All other souls who pass peacefully will travel to Aetherius instead of Sovngarde. In ancient days, when Ysgramor brought the Five Hundred Companions back to Skyrim, they brought with them the worship of animal gods. These aspects eventually evolved into the gods of the Nordic Pantheon, which has been adopted by the majority of Nords of the current era. The exception to this are the Skaal of Solstheim, who carry on the old tradition of animal worship and the veneration of all nature. To them, life and the world itself is seen as the gift of a benevolent, unknowable creator called the All-Maker. The Nordic Pantheon consists of... Kyne , The Hawk, goddess of the storm, widow of Shor, and head of the pantheon. She gave men the storm voice, the Thu'um , by breathing life into them at The Throat of the World . It is for this reason that the Dragonborn are revered by the Nords, weaving great stories and worship to Talos , the ascended Tiber Septim, and Wulfharth . Mara , the She-Wolf, mother goddess and handmaiden of Kyne. Jhunal , the Owl, god of runes and hermetic orders. Shor , the Fox, the dead god and ruler of Sovngarde. Stuhn , the Whale, god of ransom, fraternity, and justice. Dibella , the Moth, goddess of beauty and artistry. Tsun , the Bear, god of trials against adversity. He died defending Shor and became the guardian of the bridge to the Hall of Valor. Orkey , the Snake, the god of mortality. He, alongside Herma-Mora and Mauloch , are named the Testing Gods―feared and warded against by Nords instead of worshiped. Alduin , the Dragon, god of twilight and eater of worlds that will inevitably cause the next cycle. The ancient Nords honored their dead by building great barrows with subterranean crypts, though in contemporary times, Nords native to Skyrim fill an urn or coffin in one of the local Halls of the Dead. They continue to honor their ancestors by placing offerings in or at their graves.

  • Home | Elder Scrolls Chronicles

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  • Weapon Policy | Elder Scrolls Chronicles

    Placeholder Displaying Weapons Displaying Gear In Game You have a great deal of flexibility with how you portray your character, but you are required to visually display the gear you are going to use mechanically during PvP. If PvP is initiated near you, you are allowed to manage your gear before joining so long as gear you're equipping is represented on your character. Weapons in Chronicles are intentionally conceptually broad to allow greater player expression, but the two things you are looking to convey are the type of damage your weapon does and the handedness of that weapon. This can even mean representing your single two-handed mechanical weapon as two visual weapons that you dual wield. Physical Weapons Below are some basic examples of allowable weapon concepts for given mechanical forms. This is not meant to be an exhaustive list, but a few examples. Shield - Buckler, Kite Shield or Pavise One-Handed Blunt - Club, Mace or Warhammer One-Handed Piercing - Dagger, Rapier or Short Spear One-Handed Slashing - Kukri, Sword or Axe Two-Handed Blunt - Dual wield Clubs, Maul or Unarmed Two-Handed Piercing - Dual wield Daggers, Long Spear or Pike Two-Handed Slashing - Dual wield Swords, Great Axe or Glaive Bow - Bow, Crossbow or Sling Staves and Talismans When portraying a magic user it becomes less about damage types and more about conveying the implements your character uses to channel their magic. If you are wielding a staff this can mean a traditional magical staff of some sort, but it can also mean wielding two separate implements like a wand and an orb. The important part is conveying your use of magic and that it is occupying both of your hands during combat. Talismans are generally the most conceptually broad of equipable items and can be anything from a simple small charm to an entire magic implement all their own. Other Concepts The intent of these rules is not to stifle player expression. If you are uncertain if your visual concept matches the mechanics you are trying to portray please open a Narration Guidance Ticket

  • 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 C:\Steam\steamapps\workshop\content\440900\3000822644/femaleLegacyFaces.pak C:\Steam\steamapps\workshop\content\440900\3248573436/Attic-Hair.pak C:\Steam\steamapps\workshop\content\440900\3472898221/Warpaint_and_Utility.pak C:\Steam\steamapps\workshop\content\440900\3043356654/FaceIt.pak C:\Steam\steamapps\workshop\content\440900\3221682299/Sel_heads1.pak C:\Steam\steamapps\workshop\content\440900\2571367240/AGmods_Characters.pak C:\Steam\steamapps\workshop\content\440900\2674337782/ForgottenDepths.pak C:\Steam\steamapps\workshop\content\440900\3008860121/Cookie_Skinnery.pak C:\Steam\steamapps\workshop\content\440900\2050780234/BarbarianBarber.pak C:\Steam\steamapps\workshop\content\440900\2963680793/LoD_MetalAndFlesh.pak C:\Steam\steamapps\workshop\content\440900\3004769958/Runares.pak C:\Steam\steamapps\workshop\content\440900\2854276803/EvilsCabinet.pak C:\Steam\steamapps\workshop\content\440900\2794943951/HighmanesArsenal.pak C:\Steam\steamapps\workshop\content\440900\1976970830/GrimProductions.pak C:\Steam\steamapps\workshop\content\440900\2977286345/ipcm.pak C:\Steam\steamapps\workshop\content\440900\3210360389/RRA.pak C:\Steam\steamapps\workshop\content\440900\2982469779/JCF.pak C:\Steam\steamapps\workshop\content\440900\3362177073/JCF2.pak C:\Steam\steamapps\workshop\content\440900\3086070534/JCACC.pak C:\Steam\steamapps\workshop\content\440900\3484896698/Meridian_cloth.pak C:\Steam\steamapps\workshop\content\440900\3478857390/EnalyaShmot2.pak C:\Steam\steamapps\workshop\content\440900\2994634277/TeyahsBoutique.pak C:\Steam\steamapps\workshop\content\440900\1815573406/Shanis-Stuff.pak C:\Steam\steamapps\workshop\content\440900\1977450178/Helios_Hellenistic_Armours.pak C:\Steam\steamapps\workshop\content\440900\3073504073/Agonys-Attic.pak C:\Steam\steamapps\workshop\content\440900\3326354818/immersivearmor.pak C:\Steam\steamapps\workshop\content\440900\2830506231/Beyond_Forge.pak 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  • Settlements | Elder Scrolls Chronicles

    What are Settlements? Settlement Growth Settlement Wealth Buildings & Build Menu Settlement Crime Heat & Investigation SETTLEMENTS What are Settlements? Settlements represent player residences that have attracted a population of NPCs to live among them. Settlements grow over time, increasing the clan's Decoration Allowance and unlocking new Building Slots. Illegal settlements, known as Hideouts, are vulnerable to Bounty Hunting. This is essentially a mirror image of Thievery mechanics, but use different skill sets from the investigator for its success tests. Starting a Settlement To found a new Settlement, you must have a clan of 4 people at minimum. You will then be able to create a Settlement through the Settlement Menu (accessible through the /settlement command). It will appear on the map at your current location with a Map Marker of your choosing. You must be in your own Land Claim (from your Conan clan) to found a Settlement. Tip: Try standing on top of a foundation you've put down if it's not working. 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. Settlement Growth Settlement Growth is essentially the XP equivalent for your Settlement, whilst your Settlement's Rank is its Level. Each day, Settlements gain an amount of Growth based on Base Growth + Buildings + their current Wealth. After reaching a certain amount of Growth , you may upgrade your Settlement to the next Rank. Ranking up improves the interest rate on Accumulated Wealth, unlocks a new Building Slot, and increases the clan's Decoration Allowance. Each day, your Settlement increases its Growth by 80. This rate can further be improved by constructing the Fields building, which provides an additional 20. Read more below to learn about buildings. For every 100 Wealth stored in the Settlement, the daily Growth rate increases by 1%, up to a maximum of 50%. Settlement Ranks: Settler's Camp -> Rural Hamlet -> Large Village -> Urban Township Hideout Ranks: Criminal's Camp -> Thief's Den -> Brigand's Lair -> Blackguard's Domain Settlement Wealth Another core facet of Settlements is their Wealth. Wealth is how you construct Buildings, and help your Settlement grow faster. For a Settlement to gain Wealth, its members need to donate Septims - either directly via the menu or to their clan lead - which have a 1 to 1 exchange rate. Every day, you gain an interest rate on the Wealth of your Settlement. Your Settlement gains +5 Wealth each day, as well as 2% of their total Wealth. There's a maximum of 5000 Wealth you can store in a Settlement. Aside from this, the main way to increase Settlement Wealth is for clan members to donate Gold, and by having Jobs worked in the Settlement. There is a downside to stacking Wealth without using it, however: criminals and thieves can target your Settlement to steal a portion of its Wealth. Note: You may relocate a settlement with appropriate RP reasoning behind it. To do this, open a Technical Assistance Ticket - you will always keep your Settlement's Buildings and Wealth. Buildings & Build Menu The Clan Leader can use Settlement Wealth to construct Buildings in the Settlement, providing various bonuses and benefits for clan members when they are at home. Buildings provide various bonuses and perks, which are disabled during Sparring, and may be demolished to refund half of their Wealth purchase as Septims to the clan leader. Buildings take 7 days to construct, but this time may be reduced by using the 'Aid Construction' action inside the Settlement. Any clan member can use 'Aid Construction' to reduce the construction's duration by six hours once per day; they need to stay inside the settlement for 30 minutes to do so. 'Aid Construction' uses the highest of your intelligence and strength. You may have a maximum of 5 buildings total, and can only construct one building at a time. The following buildings can be constructed: Fields (200 Wealth): Fertile fields of grain, fruit orchards - signs of farming and goodly manual labour. Effect: Increases the Growth of a settlement by 20. Barracks (500 Wealth): Construct fortified defenses in the settlement. Effect: Provides +1 Physical Resistance, +1 Magic Resistance for clan members when they are inside the settlement. Apothecary (400 Wealth): A building enchanted with a powerful aura to support healing magic. Effect: Provides Advantage on any dice rolls to Mend Wound or Cure Disease. Shrine (500 Wealth): Consecrate a Shrine to the patron deity of the settlement. Effect: Gives passive daily Favour to clan members if their faith matches that of the Settlement. Hideout (400 Wealth): A secret speakeasy where ne'er-do-wells can prepare for heists and schemes. Effect: Any disguises for clan members are created with Advantage when inside a settlement with a Hideout. Library (500 Wealth): A library of grand proportion, walls lined with several stories of tomes, books, logs, records and scrolls of various origins, age and content, alongside nooks for study groups. Effect: Provides a passive +10 Learning Points per day for clan members. Inn (700 Wealth): A place of rest and comfort for those visiting the settlement. Effect: Enables Long Rest in the settlement. Payments for Resting go into the Settlement's Wealth. Smithy (300 Wealth): An anvil and forge, with tools for leather and a tanning rack. Perfect for those who forge weapons for fighters, or to make what protects fighters from harm. Effect: Allows the Armorer and Weaponsmith Professions to interact with their Profession. Workshop (300 Wealth): A loom, tools around for making jewellery. Arcane tables, tools for carving wood. Perfect for those who create outfits and jewellery, and for those who create with magic. Effect: Allows the Clothier and Arcanist Professions to interact with their Profession. Refinery (200 Wealth): A kitchen, a brewery for potions and drinks. A place for combining chemical compounds. Effect: Allows the Steward Profession to interact with their Profession in the settlement. Watchtower (600 Wealth): Construct a high vantage point for spotting intruders or threats from afar. Effect: Provides a +2 bonus to Intuition for clan members inside the Settlement. Memospore Conduit (1200 Wealth): An arcane conduit connected to the flow of the Dreamsleeve, allowing public communication across vast distances. Effect: Adds a Memospore Conduit to the settlement, allowing Memospores to be sent from inside. Settlement Crime Settlements can be targeted by Thieves and Bounty Hunters, depending on whether they're legal or illegal. The two roles function mechanically the same: the difference is in flavour. A settlement needs to have more than 300 wealth to be hit. To target a settlement as a Thief or Bounty Hunter, you need to use the option in the Settlement Menu and remain in the Settlement for 20 minutes. You can but do not need to be in Stealth. Every five minutes, your Tested Skill is rolled vs. the Intuition of every other character in the Settlement. After 20 minutes, your Tested Skill is rolled vs a DC of 12. On a success, you steal 100 wealth from the Settlement, converted into 20 Septims. You gain 5 Heat on a success, and 15 Heat on a failure. Some restrictions apply; you cannot target the same Settlement more than twice in the same week, and Settlements cannot be stolen from more than 5 times in a week. Crimes can also be Investigated. The five types of Crime are: Theft / Espionage / Vandalism: Investigated using Security + Lore. Vampire or Werewolf Attack / Grave-robbing: Investigated using Intuition + Lore. Heat & Investigation Committing any Crime adds to a criminal's Heat in a Settlement. Think of Heat as a criminal's level of infamy - the higher it is, the more difficult it is to remain hidden. Anyone can choose to Investigate a Crime, once per day. To do so, you choose a suspect from the Settlement's list, and investigate the crime. This rolls a 2d50-((Security OR Intuition) + Lore) against the suspect's Heat. For every degree of success below the suspect's Heat, you receive a random piece of information about them. If five degrees of success are achieved, the Investigator gains all the available information, including the suspect's Clan Name, allowing for a likely successful pursuit. An Investigator can also combine information from different crimes and types of crime to deduce that multiple suspects are actually the same person. Upon reaching Heat Threshold 6, an Investigator is given the Clan Name of the suspect. They are then allowed to use this information to find the suspect's home: at this stage, they must raise a Narrative Guidance Ticket to let the staff team know their investigation has succeeded. They will then be given 3 map tiles, 1 of which contains the suspect's home, or the exact map tile if they are a Master in Intuition or Security. Heat Thresholds: Level 1 (Petty): 1-10 Heat. Level 2 (Nuisance): 11-20 Heat. Level 3 (Troublesome): 21-30 Heat. Level 4 (Antagonistic): 31-40 Heat. Level 5 (Notorious): 41-50 Heat. Level 6 (Infamous): 51+ Heat. The owner of a Settlement can Review Suspects. Reviewing Suspects allows you to investigate all the crime categories: Theft, Espionage, Vandalism, Vampire / Werewolf Attack, Grave Robbing (Necromancy). You can also Request Assistance, which allows you to request a nearby Character to perform an investigation on your behalf. This can be useful if you are contracting a detective or bounty hunter, for example.

  • 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

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