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- 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.
- Dunmer | Elder Scrolls Chronicles
DUNMER Overview Stats & Subraces Portrayal -- The Dunmer are the ash skinned, typically red eyed elven peoples of Morrowind . In the Empire , "Dark Elf" is the common usage, 'Dark' in this sense referring not only to their skin tone but their demeanour and being considered generally ill favoured by fate, though they and their Aldmer cousins prefer the term Dunmer. Their acute intellect and strong, agile physiques produce some of the greatest warriors and sorcerers known to Tamriel, with their preference in integrating the sword and destruction magic making them particularly dangerous. Like every race, they have their own unique naming convention . Primary Stats +1 Agility +1 Willpower +1 Conjuration +1 Intimidation +1 Intuition +1 Fire Damage +3 Fire Resistance Subraces Ashlander Your character is an Ashlander, one of the many nomadic tribes in Morrowind that reject the Tribunal's teachings and cling to ancient Velothi customs. Considered backwards and primitive by most, especially House Dunmer. +1 Faith -1 Intimidation Chuzei Your character is a Dunmer of House Indoril, from the Chuzei culture. Chuzei are known for their piety and strict adherence to the Tribunal's teachings. +1 Faith -1 Conjuration Gah-Julani Your character is a Dunmer of House Redoran, from the Gah-Julani culture. Gah-Julani are known for their martial prowess and warrior code, as well as a xenophobic mistrust of foreigners. +1 Strength -1 Willpower Armun-Ani Your character is a Dunmer of House Hlaalu, from the Armun-Ani culture. Armun-Ani are known for their mercantile skills and willingness to welcome outsiders. +1 Personality -1 Willpower Mardun-Oadi Your character is a Dunmer of House Dres, from the Mardun-Oadi culture. Mardun-Oadi are known for their resilience and stubborn persistence in harsh lands. They are often involved in the slave trade. +1 Endurance -1 Willpower Chi-Adduni Your character is a Dunmer of House Telvanni, from the Chi-Adduni culture. Chi-Adduni are known for their magical prowess, and hoarding of ancient knowledge. They often dwell in magically-grown mushroom towers that require levitation magic to navigate. +1 Intelligence -1 Agility Dummy Text. Appearance & Culture Foreign Views The Province of Morrowind Religion One of the taller species of Mer, Dunmer are not quite as tall as their Aldmeri or Orsimer bretheren. Their most unique attribute is the tone of their skin, which ranges from a deep charcoal grey to a pallid ashen hue, with hair colors ranging from raven, auburn, chestnut and more fiery shades of red. Very rarely, one might see a Dunmer with white hair. While their eyes are often red in hue, Dunmer have been purported to sporting even brilliant shades of purple. Hairstyles range from long, flowing locks to shaved topknots, though many incorporate jewelry into their appearance and some even incorporate elaborate facepaint and tattoos. Dunmer take great care in their style and appearance. Each subculture has a unique way of forming bone dust and the chitinous structure of Morrowind's natural inhabitants to forming great plates of armor as strong as steel, though out of warfare their style of dress trends toward fashionable robes and sweeping dresses with intricate patterns. Culture Dunmer culture is divided between the nomadic Ashlanders and the settled Great Houses . Despite this cultural divide, there are many similarities shared which were shaped by the environment they inhabit. Volcanoes are a common sight in northern Morrowind, with Red Mountain looming in their collective consciousness as tall as it does on the horizon, and the harsh conditions of living in such a landscape have hardened them into a proud and capable people. This has created a mentality that has Dunmer both of House and Ashland that 'outlanders' are generally less capable and worthy. 'Outlanders' include the other races and Dunmer born outside Morrowind. A unique hallmark of Dunmer culture is their mystical form of ancestor worship , which is shared across the cultural divide. They believe the spirits of the dead live on in the mortal realm, that they can know and affect the future, speak with other spirits and perform feats of great magic. As such, all Dunmer born in Morrowind honor their deceased ancestors, giving them gifts while petitioning for aid and protection. Houses tend to rise and fall, many have faded or otherwise become extinct or sprouted up to challenge others. In this period, the five most important houses were in no particular order Hlaalu , Redoran , Telvanni , Dres , and Indoril , which all date to the War of the First Council . The peaceful status quo enjoyed by Morrowind's inhabitants is considered quite brutal by westerners. Political machinations are constant, rife with assassination, made legal with the establishment of the Morag Tong providing such services. Black market activity has risen along the extensive coastlands of Morrowind's mainland and island due to the rise of more Imperial mercantile traditions and House Hlaalu's relentless integration of Imperial policies into everyday life. Subcultures Ashlander : One of the many nomadic tribes in Morrowind that reject the Tribunal's teachings and cling to ancient Velothi customs. Considered backwards and primitive by many, especially House Dunmer. Chuzei : House Indoril, patron of the Chuzei are known for their piety and strict adherence to the Tribunal's teachings. Gah-Julani : House Redoran, patron of the Gah-Julani are known for their martial prowess and warrior code, as well as a xenophobic mistrust of foreigners. Armun-Ani : House Hlaalu, patron of the Armun-Ani are known for their mercantile skills and willingness to welcome outsiders. Mardun-Oadi : House Dres, patron of the Mardun-Oadi are known for their resilience and stubborn persistence in harsh lands. They are often involved in the slave trade. Chi Adduni : House Telvanni, patron of the Chi-Adduni are known for their magical prowess, and hoarding of ancient knowledge. They often dwell in magically-grown mushroom towers that require levitation magic to navigate. Cultural Equivalence & Influences The Dunmer were greatly inspired by a wide variety of cultures and settings both from real life and fiction, including Egypt, Japan, Conan the Barbarian, Dune, Gladiator, Mad Max, Runequest, Star Wars, and The Dark Crystal. Additionally, a large number of Ashlander names and Daedric Shrines in Morrowind are modeled on ancient Assyrian and Babylonian names from the third millennium to the first millennium BCE. Since the establishment of Resdayn's First Council , the Dunmer, then Chimer, have known nothing but warfare and strife, hardening their opinions of outsiders and giving them an intense xenophobia. The climactic battle at Red Mountain between the Chimer and the Dwemer sealed Morrowind's isolationist policies when the Tribunal rose to power from the aftermath, and they have neither tempered nor broken this inherent mistrust of outsiders in their people. They would often come into conflict with the Khajiit of Elsweyr and the Argonians of Black Marsh while raiding for slaves and loot, fueling the rise of one of the Great Houses into prominence, House Dres. During the Second Era the Dunmer would be dragged into the Interregnum of the Second Empire, where the four Great Houses Dres, Indoril, Redoran, and Hlaalu made an alliance with the kingdom of Eastern Skyrim and the tribes of Shadowfen and Thornmarsh in Black Marsh. This alliance was hallmarked in that the races involved were ancestral enemies, with shared animosity across all sides. This pact would eventually dissolve when the man known as Talos or Tiber Septim would begin his conquests of Tamriel. Notably, Tiber Septim did not pursue military conquest of Morrowind. Instead he offered peaceful rule. Vivec and Tiber Septim reached an agreement in 2e 896, and the Armistice made Morrowind a province of the Septim Empire. Underneath the rule of the Septim Dynasty, the Dunmer enjoyed a great deal of autonomy. Largely left alone so long as they met their quotas for trade and Imperial decrees, the only major conflict Morrowind participated in was the War of the Red Diamond in 3e 121-127. This war saw a deal of the provinces involved, Morrowind included, all fighting for greater autonomy and authority. The War would end in the alliance between the Septim Dynasty through the marriage of King Pelagius of Solitude and Katariah of the Ra'athim Clan, the High Kings of Morrowind under Imperial authority. The Imperial Province of Morrowind occupies the northeastern corner of Tamriel. It is divided by the landmass connected to the rest of Tamriel and a great volcanic island in the center. Vvardenfell : Dominated by the great volcano Red Mountain , Vvardenfell is an island with an alien landscape. Ashlands, great forests of mushrooms, rolling hills, great plains and even a vast swamp cover its geography. Its capital is the temple city of Vivec , named after one of the Tribunal. Stonefalls : Situated in the western mainland along the southwestern shore of the Inner Sea. The region's landscape fluctuates from volcanic crags to fertile fields and fungal forests. Bal Foyen : A tiny, swampy region on the southeastern shore of the Inner Sea. Its contains the settlements of Dhalmora and Fort Zeren. Deshaan : Situated in south-central Morrowind and bordering Black Marsh, Deshaan consists of lush green plains, great fungal forests and swamps in its southern reaches. Its cities included Narsis , but the capital of the region and Morrowind itself is― Mournhold , and in the center Almalexia, the temple city of the selfsame Living God. Velothi Mountains: Situated along the border of Skyrim, the Velothi Mountains consist of coastal highlands tipped by the tall peaks of the mountain range. Its capital is Blacklight , the center of House Redoran's power in Morrowind. Padomaic Crest : A volcanic range found along the eastern coast of Morrowind. The eastern end of this formation creates a secondary peninsula where the city of Necrom sits. Vounoura and Northeastern Morrowind: This island and northeastern peninsula of Morrowind are dominated by fertile plains and in the east and badlands in the west. The island itself has a mix of flat and rocky rugged terrain and is home to Port Telvannis . House Dunmer are ruled by the Tribunal Temple , a triumvirate of living gods who ascended to divinity through mysterious circumstances in the First Era and have been guiding their society ever since. Together they are known as ALMSIVI, though individually they are known as: Vivec the Poet, patron of artists and rogues. Almalexia the Warden, patron of healers and teachers. Sotha Sil the Magus, patron of artificers and wizards. Despite the publicly undisputed rule of the Tribunal, many dissident priests dispute the Temple's dogmatic foundations and the brutal practices of their Ordinators in silencing the truth of their ascension. In the Ashlands, clans rule without laws or government and live strictly by codes, rituals, and ancient traditions usually dictated by a wise woman or seer implemented by a clan leader. Though political strife is far less prevalent among Ashlanders, skirmishes and battles often are. Their staunch adherence to tradition dating back to before the formation of the Great Houses has hardened them into great warriors and sorcerers, and warfare is a way of life for them. Despite this, and their far more xenophobic nature, Ashlander society is incredibly polite, with gift giving considered a cornerstone of their practices. Ashlanders typically practice ancestor worship more than anything else, though many clans hold their faith in the Good Daedra : Mephala the Webspinner, Prince of murder, sex, and secrets. Boethiath the Dark Warrior, Prince of deceit, conspiracy, treason, and the unlawful overthrow of authority. Azura the Twilight Queen, Prince of dawn and dusk, magic and mystery, fate and prophecy, and vanity and egotism. All Dunmer remain wary of the House of Troubles , whose four corners are considered enemy gods collectively, something both halves of the culture find common ground on.
- Redguard | Elder Scrolls Chronicles
REDGUARD Overview Stats & Subraces Portrayal -- Redguards are the martial human natives of Hammerfell , a western province in Tamriel , and trace their roots back to the continent of Yokuda . They are reputed to be brilliant battle tacticians and sailors and considered the most naturally talented warriors in all of Tamriel, though they are fewer in number compared to the other races. Having a love for traveling, adventure, and sailing, they can commonly be seen around Tamriel as sailors and mercenaries. Like every race, they have their own unique naming convention . Primary Stats +1 Strength +1 Agility +1 Slashing +1 Athletics +1 Fire Damage +3 Fire Resistance -1 Spell Potency Subraces Crown Your character is of the Crowns - known for upholding ancient Yokudan traditions, and descending from the ancient ruling caste of the Redguards. They are often mistrustful of foreigners. +1 Personality -1 Agility Forebear Your character is of the Forebears - descended from the warrior caste of ancient Yokuda. Known for being more welcoming of foreigners, and open to new ideas, compared to the Crowns. +1 Slashing Resistance -1 Fire Damage Alik'r Your character is of the Alik'r - desert nomads who split off from the rest of Redguard society long ago. Known for their 'strange' ways, and hermetic knowledge. +1 Lore -1 Athletics Dummy Text. Appearance & Culture Foreign Views The Province of Hammerfell Religion Redguards are known for their tall, gaunt frames, finely toned physiques, and dark complexion that ranges from light brown to black, often with a reddish hue. Their dark colored hair ranges from wavy to tightly curled, usually thick as well as dense, and often has a wiry texture. It can be bodied with tight or loose knots and often decorated with braids. Men often have an affinity for beards, going by the ancient proverb, "A man is only as great as the beard that wears him." Many Redguards can be found with tattoos, body piercings, and scarification. Their clothing is diverse in appearance, though tend to be light, long, and flowing so as best to fight the heat of their inhospitable desert home. Imperial propaganda claims they walk around nude in public, though their tendency to lightweight armor and fine cloth is merely reflective of their environment. Most of their weapons, scimitars by far being the most popular, and armor are decorated and crafted for close melee combat as ranged weapons are seen as less honorable. Culture Yoku , also known as Old Yokudan or High-Yokudan, is their ancient, native language from before their colonization of Hammerfell. Throughout the generations, the native language of the Redguards has been used less and less as they assimilated into the Tamrielic Empire to the point they almost exclusively speak Tamrielic . Now, it is only remembered through certain groups of Yokudans who fought to maintain their language and traditions outside of what the Redguards have become. For example, there are still 48 known versions of the word "honor" in Yoku. Redguards have many respected traditions seen as odd by the rest of Tamriel. They mummify their dead, believe the undead are ancestors returned , the use of Magic and enchantments is heavily frowned upon and considered a weakness, regular camels are shaved and tattooed with mystic runes to prevent becoming lost in the desert while white camels are said to be sacred and devout Redguards bow when one passes, and they give stuffed lizards away as gifts to children. Many of the holidays celebrated in Hammerfell, such as the Day of Lights are believed to have originated in Yokuda and were brought to Tamriel after being adapted to fit their new home. Much of their food , both everyday meals and special meals prepared for holidays, are cooked in a way so as not to exacerbate the already intense heat from the sun during the day. Their architecture can range from simple tents to sturdy domed structures in large cities using knowledge from Yokuda. Their buildings are known for their rigidity, flexibility, heat transference, and ornate beauty, as well as being far more easy to repair than most Imperial buildings. Redguard Mausoleums are thought to be the closest to what true Yokudan architecture looked like. Subcultures When Hammerfell rejoined the Empire as a Province in the Third Empire , the majority of society was split between two main socio-political groups; the Crowns and the Forebearers. The rest of Hammerfell consists of small tribes. The Crowns are descended from the High King and the Na-Totambu who ruled in Yokuda. They hold onto their Yokudan roots vehemently and hate foreigners. The Forebears are descended from the Ra Gada who were exposed to the different nearby cultures of Tamriel. They're far more accepting of foreigners, to the point of aiming to be cosmopolitan, and have merged some of the Divines . The Ash'abah are an ancient and secretive tribe shunned by the rest of Redguard society due to their use of magic and slaying of undead. The Sun-Eaters are considered an exiled tribe and telling their tale is forbidden. The Silverhoof Horsemen are a tribe of nomads dependent on their horse herds. Gallants of Hammerfell , called the Knights of the Desert, are considered to be the Redguard equivalent of Tamrielic Knights . Cultural Equivalence & Influences Redguards are primarily based on the Medieval Middle Eastern Saracen culture. Crown Redguards usually resemble Sub-Saharan Africans with an Arabic influence in their culture while Forebearer Redguards resemble Berber and Moors in both their culture and appearance. When General Tiber Septim started the Tiber War , he first unified the entirety of Cyrodiil , then the northern kingdoms of Skyrim , followed by the petty kingdoms of High Rock . Naturally, the Redguard Kingdom of Hammerfell would be next. King Thassad II decided to resist the extremely successful campaign of conquest of Tiber Septim. Only after his death in 2E 862 did the Redguard Kingdom begin to weaken due to internal instability that culminated in a civil war between the rebelling Forebears and the loyalist Crowns . Through shrewd use of warfare and diplomacy, Tiber Septim completed his conquest of Hammerfell and annex it as an imperial province. The most recent major event in the history of Hammerfell was the invasion of the Camoran Usurper , which started in 3E 249. After a swift conquest of Valenwood, the Usurper began a campaign of aggression against Cyrodiil, then Hammerfell. In thirteen years, he had conquered most of it after the defeat of the kingdoms of Rihad and Taneth . The northern kingdom of Elinhir didn't send help as the undead and daedric armies of the Usurper advanced through the lands. When they were at their gates, the Forebears of Rihad and Taneth responded to their inaction by not helping them. Meanwhile, the Emperor Cephorus II fought a civil war that distracted him from the external conquests of the Usurper. It wouldn't be until a coalition of Breton kingdoms defeated Camoran that the province wouldn't be freed. The Emperor's lack of assistance brought increased hostility toward the ineffective Empire. That, however, was soon mended by Cephorus II's son and successor, Uriel Septim V , who garnered a warrior's reputation reminiscent of his ancestor, Tiber Septim, during his conquest of Akavir. The Nords of Skyrim however are not offered the same kindness as those living in Eastern Hammerfell still hold a grudge after the war of Bend'r-mahk . Hammerfell, once known as the Deathlands, features diverse landscapes including beaches, jungles, grasslands, mountains, and a vast desert. It's divided into several regions and various islands located in the Abecean Sea and Etheric Ocean . Abibon-Gora The Alik'r Desert Bangkorai Craglorn Khefrem Sunforge Faith is almost entirely split between the Crowns and Forebearers, with the Crowns worshiping their ancient Yokudan pantheon and the Forebearers incorporating some of the Divines. The Book of Circles , an enormous part of Redguard culture and everyday life, is present in every house in an alcove and they worship their ancestors fervently. The Eight of the Crowns consist of... Satakal the Worldskin , God of Everything. Ruptga or 'Tall Papa' , the chief deity and first god to figure out how to survive the Hunger of Satakal. Onsi the Boneshaver , a warrior god who taught mankind how to make swords. Diagna , Orichalc God of the Sideways Blade and Avatar of HoonDing . Zeht the God of Farms , God of Agriculture, Civil Law, Mathematics, and Food. Tu'whacca the Tricky God , previously known as the God of Nobody Really Cares, helps Redguards find their way to the afterlife, or Far Shores . Morwha the Teat God , a Goddess of Fertility and Love. She has four arms and is Tall Papa's favorite wife. Tava the Bird God , Goddess of Air, Weather, Sun, and Storms. The Forebearers worship a version of the Divines that is a cross between the Imperial Cult and the traditional Yokudan Pantheon. Akatosh the Dragon God of Time and chieftain of the Divines. Tu'whacca is referred to as 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. Tava is referred to as Kynareth the Goddess of the Heavens, Winds, Sea, and Rain. Morwha is referred to as Mara the Goddess of Love, Fertility, and Agriculture. Stendarr the God of Mercy and Justice. Zeht is referred to as Zenithar the God of Honest Work, Commerce, and Wealth. Other deities with significant cults or presence include... Leki, Saint of the Spirit Sword , the Goddess of Abberrant Swordsmanship and Divine Daughter of Tall Papa. HoonDing, the Make Way God , Yokudan spirit of, "Perseverance over infidels." Sep the Snake convinced the other gods to create a 'shortcut' to the Walkabout, resulting in the creation of the mortal world. Ius the Extremely Agitated , a God of Animals. Reymon Ebonarm, the Black Knight , the God of War and Protector of All Warriors. He is the enemy of all Daedric Princes (except Sheogorath ), the Temple of Stendarr , and the Cabal . Malooc, the Horde King isn't worshiped in Hammerfell, though he is recognized as a great enemy to the Redguard people and they celebrate the Festival of Blades in honor of their first victory over him.
- Staff | Elder Scrolls Chronicles
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- 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.
- 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
- 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
- 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.
- Backgrounds | Elder Scrolls Chronicles
Acrobat - Agent - Archer Assassin - Barbarian - Bard Battlemage - Crusader - Healer Knight - Mage - Monk Nightblade - Pilgrim - Rogue Scout - Sorcerer - Spellsword Thief - Warrior - Witchhunter BACKGROUNDS ACROBAT Agile burglars and second-story men. These thieves avoid detection by stealth, and rely on mobility and cunning to avoid capture. Journeyman - Acrobatics Apprentice - Athletics, Dodge Novice - Security, Sneak AGENT Operatives skilled in deception and avoidance, they are self-reliant and independent, devoting themselves to personal goals, or to various patrons or causes. Journeyman - Sneak Apprentice - Illusion, Speechcraft Novice - Piercing, Security ARCHER Fighters specialized in long-range combat and rapid movement. Opponents are kept at distance by ranged weapons and swift maneuver. Journeyman - Ranged Accuracy Apprentice - Piercing, Dodge Novice - Initiative, Intuition ASSASSIN Killers who rely on stealth and mobility to approach victims undetected. Assassins include ruthless murderers and principled agents of noble causes. Journeyman - Sneak Apprentice - Melee Acccuracy, Acrobatics Novice - Dodge, Intimidation BARBARIAN Proud, savage warriors of the plains nomads, mountain tribes, and sea reavers. They tend to be brutal and direct, lacking civilized graces, but they glory in heroic feats, and excel in fierce, frenzied single combat. Journeyman - Blunt Apprentice - Athletics, Intimidation Novice - Melee Accuracy, Resolve BARD Loremasters and storytellers, bards crave adventure for the wisdom and insight to be gained, and must depend on their wits to preserve them from the perils of their educational experiences. Journeyman - Speechcraft Apprentice - Initiative, Lore Novice - Acrobatics, Sneak BATTLEMAGE Wizard-warriors trained in both lethal spellcasting and heavily armored combat. They sacrifice mobility and versatility for the ability to supplement melee and ranged attacks with elemental damage and summoned creatures. Journeyman - Block Apprentice - Alteration, Resolve Novice - Melee Accuracy, Destruction CRUSADER Any heavily armored warrior with spellcasting powers and a good cause may call themselves a crusader. Crusaders do well by doing good. They hunt monsters and villains, making themselves rich by plunder as they rid the world of evil. Journeyman - Slashing Apprentice - Block, Faith Novice - Melee Accuracy, Resolve HEALER Spellcasters who swear solemn oaths to heal the afflicted and cure the diseased. When threatened, they defend themselves with reason and disabling attacks and magic, relying on deadly force only in extremity. Journeyman - Restoration Apprentice - Illusion, Speechcraft Novice - Lore, Spell Potency KNIGHT Of noble birth, or distinguished in battle or tourney, knights are civilized warriors, schooled in letters and courtesy, governed by the codes of chivalry. In addition to the arts of war, knights study the lore of healing and enchantment. Journeyman - Melee Accuracy Apprentice - Block, Speechcraft Novice - Slashing, Faith MAGE Most mages claim to study magic for its intellectual rewards, but they also often profit from its practical applications. Varying widely in temperament and motivation, mages share but one thing in common: an avid love of spellcasting. Journeyman - Spell Potency Apprentice - Conjuration, Lore Novice - Destruction, Alteration MONK Students of the ancient martial arts of hand-to-hand combat and unarmored self defense. Monks avoid detection by stealth, mobility, and agility, and are attuned to the natural world. Journeyman - Mysticism Apprentice - Athletics, Dodge Novice - Lore, Spell Potency NIGHTBLADE Spellcasters who use their magics to enhance mobility, concealment, and stealthy close combat. They have a sinister reputation, since many nightblades are thieves, enforcers, assassins, or covert agents. Journeyman - Sneak Apprentice - Initiative, Illusion Novice - Melee Accuracy, Security PILGRIM Travellers and seekers of truth and enlightenment. They fortify themselves for road and wilderness with arms, armor, and magic, and through wide experience of the world, they become shrewd in commerce and persuasion. Journeyman - Speechcraft Apprentice - Athletics, Faith Novice - Block, Lore ROGUE Adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on charm and dash, blades and business sense, they thrive on conflict and misfortune, trusting to their luck and cunning to survive. Journeyman - Security Apprentice - Sneak, Intuition Novice - Ranged Accuracy, Speechcraft SCOUT Scouts rely on stealth to survey routes and opponents, using ranged weapons and skirmish tactics when forced to fight. By contrast with barbarians, in combat scouts tend to be cautious and methodical, rather than impulsive. Journeyman - Athletics Apprentice - Dodge, Ranged Accuracy Novice - Initiative, Melee Accuracy SORCERER Wielding ferocious arcane potential, sorcerers rely on spells of the mystic arts. They are often greedy for magic scrolls, rings, armor, and weapons. Journeyman - Destruction Apprentice - Dodge, Lore Novice - Mysticism, Spell Potency SPELLSWORD Spellcasting specialists trained to support Imperial troops in skirmish and in battle. Veteran spellswords are prized as mercenaries, and well-suited for careers as adventurers and soldiers-of-fortune. Journeyman - Melee Accuracy Apprentice - Alteration, Spell Potency Novice - Slashing, Dodge THIEF Pickpockets and pilferers. Unlike robbers, who kill and loot, thieves typically choose stealth and subterfuge over violence, and often entertain romantic notions of their charm and cleverness in their acquisitive activities. Journeyman - Sneak Apprentice - Acrobatics, Security Novice - Intuition, Speechcraft WARRIOR The professional men-at-arms, soldiers, mercenaries, and adventurers of the Empire, trained with various weapons and armor styles, conditioned by long marches, and hardened by ambush, skirmish, and battle. Journeyman - Block Apprentice - Athletics, Melee Accuracy Novice - Resolve, Intimidation WITCHHUNTER Dedicated to rooting out and destroying the perverted practices of dark cults and profane sorcery. They train for martial, magical, and stealthy war against vampires, witches, warlocks, and necromancers. Journeyman - Intuition Apprentice - Mysticism, Resolve Novice - Ranged Accuracy, Security
- 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.

