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  • 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 Spell Potency -1 Athletics Subrace: Forebear Required Features: May have a maximum eye glow of 0.005. Arabic, Persian or African skin-tone / complexion. Dark hair. Encouraged Features: Arabic complexion, lighter skintone. Brown eyes. Average or shorter height, muscular build. Subrace: Crown Required Features: May have a maximum eye glow of 0.005. Arabic, Persian or African skin-tone / complexion. Dark hair. Encouraged Features: African complexion, darker skin-tone. Brown or yellow eyes. Taller height, slender build. Subrace: Alik'r Required Features: May have a maximum eye glow of 0.005. Arabic, Persian or African skin-tone / complexion. Dark hair. Encouraged Features: Persian Complexion. Brown eyes. 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.

  • 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 Artisan 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 ARTISAN Living a simple life without grand ambitions, they learned to provide for themselves and their loved ones through skilled artisanship. Journeyman - [Profession of Your Choosing] Apprentice - Athletics, Speechcraft Novice - Resolve, Intuition, Initiative

  • Faith | Elder Scrolls Chronicles

    FAITH Many faiths exist in Tamriel , varying across region, race, and time. It is up to you to determine which your character aligns or affiliates with the most, though the fervor of their practice need not be akin to one of true piety. It is not immersive or believable within the world to say your character "does not believe in the gods." Many of them have interacted with the world in someway and the entire histories of certain peoples are based upon them. The gods, whether you like it or not, are woven into Nirn and the Mundus . It is simply your decision whether you wish to follow and revere them, act against them, or ignore them in hopes they may not have an impact on your life. The faiths of the world often have similarities, gods and goddesses that may represent the same being, but go by different names and have different tales. We have done our best to organize them into a mechanical system, and recognize that not every deity or aspect may be represented due to the ambiguity of religion within The Elder Scrolls. The one thing that seems to unify all faith throughout Tamriel, though, is the fundamental existence of Order and Chaos, of Anu and Padomay . All characters should be mindful of their race 's religious tendencies to either align with them, or to be able to explain why they are not befitting of the norm. Playing a Character of Faith Those who choose to make their character faithful are permitted to pick a single deity to act as the focus of their faith. You are able to roleplay worshiping multiple deities, but only one may be selected as the focus. For the purpose of the mechanics of the system, each deity will have one Origin, three-to-four Domains, and three-to-four Practices associated with them. From the portfolio of your chosen deity, you will select: 1 Domain 2 Practices All three components (Origin, Domain, Practice) are used to determine how much your faith aligns with a target of a faith-based ability within our Combat system. The more they match, the more effective a faith-based healing ability will be and the less effective a faith-based damaging ability will be. The less they match, the less they are healed by faith-based abilities and the more damage they will receive from them. The only exception to this are the Nine Divines , who receive an additional match with one another. Origins Anuic ― Created out of Order; truly divine. Padomaic ― Created out of Chaos; truly unholy. Aetheric ― A primal god bound to the fabric of reality. Mundane ― A god that rose from mortal origins. Domains Dark ― Night, shadows, corruption, the void. Death ― Mortality, decay, afterlife, finality. Deceit ― Lies, secrets, crime, trickery. Freedom ― Liberation, wanderlust, independence, autonomy. Heart ― Emotion, love, hate, fear, envy, lust. Knowledge ― Logic, wisdom, information. Life ― Health, existence, vitality, creation. Light ― Purity, sanctity, radiance, color. Madness ― Insanity, mania, dementia, unpredictability. Martial ― Blades, brawn, strength, honor, chivalry. Nature ― Flora, fauna, the wilderness, the environment. Order ― Structure, integrity, stability. Society ― Civilization, law, conduct, politics. Sorcery ― Magic, arcane, rituals, prophecies. Truth ― Honesty, justice, candor, righteousness. Undeath ― Resurrection, necromancy, defiance of mortality. Practices Aesthetics Ancestor Veneration Animal Husbandry Astrology Authoritarianism Cannibalism Civic Duty Crusading Daedric Deals Egalitarianism Fearful Worship Finance Healing Lycanthropy Mortal Sacrifice Mystic Rites Nautical Veneration Necromancy Oral Storytelling Ostracism Politics Ritual Prayer Survivalism Vampirism Xenophilia Xenophobia

  • Beginner's Guide | Elder Scrolls Chronicles

    Placeholder Beginner's Guide Beginner's Guide The guide below will introduce you to some - but not all - of Chronicles' core systems and concepts, ranging from gear to skills. It's not meant to be an all-encompassing, exhaustive guide, but rather your 101 intro so you're not as lost. If you have any questions about these, feel free to pop a question in the Questions forum! Gear Basics & Tiers During your character's career, you will likely craft or acquire various pieces of Gear. Gear can improve your character's stats, helping you in combat both against NPC enemies and other player characters. It is crafted by Player Characters who have acquired the required skill level in a Profession, and the gear piece's recipe. Gear is colour-coded according to its tier. Grey (Tier 0 / Beginner Gear) is the lowest tier, then Green (Tier 1) , then Blue (Tier 2) , then Purple (Tier 3) , then Yellow (Tier 4, Masterwork) , and finally Red (Uniques) is the highest tier of Gear. There is a lot of customisation and depth involved with Gear, as it can be enchanted or modified in various ways. Gear also has a Durability Rating. When you engage in combat (PvP or PvE), your Gear loses Durability. You will eventually need to repair your Gear if the Durability is reduced to 0. Note: Your starting Grey gear does not lose Durability, but you'll want to replace it with better Gear as soon as you can! Equipping Gear The Whitelist NPC will give you some starting Gear to begin your adventure with. Use the 'Gear Menu' ability in the RPR UI (accessed with Shift+R) and equip your starting Gear. Using this same menu, you can inspect your gear, and unequip either individual or all gear pieces. Weekly Focus Weekly Focus is one of the two main sources of character progression. For each hour (up to 10) you spend online on your character every week, you will receive a reward based on the type of Focus you chose. Note: Weekly Focus also resets any weekly cooldowns that apply to your character. As you become more familiar with Chronicles, you'll see the value of these different types of Focus. For now, we recommend choosing ADVENTURING as your first Focus. Adventuring provides Experience, which will help your character level up faster. You can use the 'Weekly Focus' ability in the RPR UI (accessed with Shift+R) in the 'Character' category and choose your first Weekly Focus. After doing so, you'll be able to choose your next one in 7 days' time; you'll be reminded that your Weekly Focus is available when you login. Character Skills Characters are defined by two values - their Attributes, and their Skills. Each Skill is governed by an Attribute (which you assigned points to when creating your character). For example, Athletics is governed by Strength. This means that your Strength is added to your Athletics score, even if you have no training in Athletics. You can increase a Skill's score even higher by acquiring Ranks with perk points, gained from levelling. In order from lowest to highest, these Ranks and their costs are: NOVICE (1) APPRENTICE (1) JOURNEYMAN (2) ADEPT (2) EXPERT (3) MASTER (3) Note: You can only become a Master of one combat Skill and one Profession skill! It is an important decision that will define your character, so choose wisely when the time comes. The Background you chose during character creation provides a starting set of Ranks in various Skills, representing your character's backstory. You can use your starting Perk Points to upgrade your Skills to a higher Rank. This is done in the Character Menu. To do this, use the 'Character Menu' ability in the RPR UI (accessed with Shift+R) in the 'Character' category and upgrade at least one of your Skills. Note: Each time you level up, you'll receive 2 Perk Points, which can be spent on upgrading your Skills further. Don't worry about this initial decision too much - it's not a big deal, as y ou can reset your character sheet for free several times before you reach level 11 (Available in the Chronicle Coins Menu), so you can always re-do your sheet once you are more experienced with the system or more confident in your character idea. Techniques Attached to every Skill tree are Techniques you can learn, providing your character with abilities. There are a large number of Techniques in the game that do many different things. Some are offensive, some are supportive - some are for use in-combat, others are out-of-combat. Techniques that come from one of the magical schools such as Restoration or Mysticism are called Spells, but are otherwise more-or-less identical. There isn't much of a difference beyond being named that way for immersion. Techniques require your character to have reached a certain Rank in their associated Skill before you can learn them. Some of the most powerful Techniques are exclusive to Master Rank, emphasising how important your decision on which Skill to become a Master of is. You can use the 'Character Menu' ability in the RPR UI (accessed with Shift+R) in the 'Character' category and learn a new Technique for one of your Skills. Techniques cost Learning Points (LP), which can be acquired in various different ways. We'll come back to LP down below. Learning Points We mentioned Learning Points (LP) earlier in relation to getting new Techniques. There are a few ways of gaining LP, such as levelling, or by finding Lorebooks hidden around the world. By reading a specific Lorebook for the first time, your character will gain a burst of additional LP. You can find your first Lorebook near the Mages Guild in the City of Anvil. After that, you'll have to do some exploration to find them on your own, or ask other characters to share their knowledge! Find and read a Lorebook to gain Learning Points.

  • Crafting | Elder Scrolls Chronicles

    Crafting Modification & Repair Arcanist Armorer Clothier Steward Weaponsmith Item Catalog CRAFTING Crafting Basics There are five crafting professions in Chronicles: Arcanist, Armorer, Clothier, Steward, and Weaponsmith. Each profession is able to Craft, Modify, and Repair certain types of equipment. Additionally, some Professions provide other services as well. Professions are gained through character advancement by spending perk points like any other skill. You can have as many Professions as you like, but you may only have one Master level Profession (this does not inhibit your ability to be a Master in other non-profession skills). Professions do have a reduced perk cost compared to other skills, only costing 1 perk per level except for Master , which costs 2. Note: Once you reach Adept in a crafting profession, you are locked into it. In addition to the Profession skill, you will also need to spend learning points on techniques in order to unlock specific recipes. All Profession activities can be accessed by the /craft menu. In order to Craft, you need the required materials for the recipe and to be in a City or at a Settlement with an appropriate Profession Building. Once started, crafting takes real time to finish which should be spent roleplaying the crafting process. Once complete, you can choose to finalize the crafting from the same menu whenever you like. Craftable recipes come in 4 Tiers. Each Tier has its own technique requirements. Equippable items must be crafted at Tier 1 and then separately upgraded to successive Tiers. Tier 4 recipes, also known as Masterworks , are only available to Masters of their chosen craft. Tier 4 equippable items are the only items capable of being enchanted with a Legendary Effect by a Master Arcanist. Note: Characters can only equip one Tier 4 item at a time. Modification Each equippable item can be Modified with unique effects specific to that type of item. This requires less materials than Crafting the item, but otherwise uses the same basic process. Each item can only have one Modification at a time and are lost when the item is upgraded. Note: To apply modifications, you need to be Adept in the craft. Repair Finally, equippable items can lose durability during combat (though not spars). If an item runs out of durability, it is no longer usable (though is not destroyed) and grants its owner no effects. Characters can use materials to repair any item their Profession can craft, but the amount of durability repaired is dependent upon their skill vs the Tier of the item being repaired. Profession: Arcanist Arcanists can Craft, Modify, and Repair Staves and Talismans. Arcanists require being in a City or a Settlement with a Workshop in order to do their work. Staves are two handed ranged weapons favored by mages that deal elemental damage and are governed by your highest spellcasting skill. While wielding a Staff, a character cannot use an off-hand item such as a Shield, Talisman, or Torch. Talismans are off-hand defensive tools favored by spellswords that also allow minor elemental attacks in addition to their defensive benefits. Moreover, Arcanists can Enchant equippable items to provide unique benefits. Note that specific enchantments often require the knowledge of certain spells in addition to their Profession requirements. Each equippable item can only have one Enchantment at a time. Master Arcanists can enchant Tier 4 equippable items with a Legendary Effect in addition to a normal Enchantment. Each Tier 4 equippable item can only have one Legendary Effect at a time. Profession: Armorer Armorers can Craft, Modify, and Repair Light Armor, Medium Armor, and Heavy Armor. Armorers require being in a City or a Settlement with a Forge in order to do their work. Light Armor is favored by high Agility combatants that rely on the Dodge skill for defense. It is the only form of armor that has no penalties associated with it. Medium Armor provides benefits to both Block and Dodge defenses, but invokes -1 Sneak, -1 Acrobatics, and -2 Frost Resistance. If not wielding a talisman, it also invokes -1 Spell Potency. Heavy Armor provides high amounts of resistance to damage compared to other armors, but invokes -3 Acrobatics, -3 Sneak, and -2 Shock Resistance. If not wielding a talisman, it also invokes -1 Spell Accuracy and -1 Spell Potency. Profession: Clothier Clothiers can Craft, Modify, and Repair Clothes, Robes, Rings, and Amulets. Clothiers require being in a City or a Settlement with a Workshop in order to do their work. Clothes are separate from armor. Not wearing clothes invokes -2 Frost Resistance. Robes are the favored form of armor for mages, but invoke -2 Piercing Resistance. Rings and Amulets provide minor stat bonuses; only one Ring and one Amulet can be equipped by a character at a time. Profession: Steward Stewards can Craft and Modify Flasks, create alchemical poultices to be combined with a Flask to create an Elixir, cook food, prepare alcohol, and create drugs. Stewards require being in a City or a Settlement with a Refinery in order to do their work. Flasks can be combined with a certain type of alchemical poultice to create a certain kind of Elixir that can provide a variety of benefits. Up to two Elixirs can be equipped at a time, but they cannot contain the same type of Elixir as each other. The Tier of the Elixir contained is the same as the Tier of the Flask. Flasks do not require Repair, but each Flask can only be used a certain amount of times, dependent on Tier, before it must be Refilled through the use of Poultice Bases, which can be provided by a Steward of equivalent skill to the Tier of the Flask. You may only use a Flask out of combat 4 times before you must Rest. You may only use Flasks twice per combat. Profession: Weaponsmith Weaponsmiths can Craft, Modify, and Repair One-Handed Weapons, Two-Handed Weapons, Bows, and Shields. Weaponsmiths require being in a City or a Settlement with a Forge in order to do their work. One-Handed Weapons are melee-only weapons that either do Bludgeoning, Piercing, or Slashing damage and are governed by Melee Accuracy. Two-Handed Weapons are melee-only weapons that either do Bludgeoning, Piercing, or Slashing damage and are governed by Melee Accuracy. These weapons do more damage than their One-Handed counterparts, but cannot be paired with an off-hand item such as a Shield, Talisman, or Torch. Two-Handed Weapons can also be portrayed as dual weapons—one wielded in each hand. Bows are two-handed ranged weapons that do Piercing damage and are governed by Ranged Accuracy. Characters wielding a bow cannot use an off-hand item such as a Shield, Talisman, or Torch. Shields are off-hand items that can provide significant defensive stat increases. Item Catalog For specific recipes and other information see the full Item Catalog .

  • Feuds | Elder Scrolls Chronicles

    What are Feuds? Beginning a Feud Progressing a Feud Staff Involvement FEUDS What are Feuds? Feuds are our way of helping player-on-player conflict remain healthy and with a mechanical escalation process to help provide a framework for character kills and help set expectations. If your conflict—be it a bout of martial excellence, spymaster on spymaster action, or mercantile rivalry—has left you and another character as rivals, then Feuds can help dictate what happens next. Keep in mind: a Feud is only one potential pathway to conflict resolution, not the only one, even when it comes to Player Kills . It should only be taken after appropriate roleplay and, ideally, several interactions between your characters. However, when it comes to Player Kills , it is the only script-ready method that does not rely on consent—so whilst we encourage communication, Feuds can help provide extra spice to your rivalries, add stakes to fights, and help tackle storylines that have stagnated. Above all else: Feuds are meant to resolve and arbitrate Player Kills between two players who disagree. Feuds can also be ended at will if both sides agree. Perhaps because their characters have reached a diplomatic solution, or came to some other mutual resolution—they're meant to be ongoing, active storylines. Finally, Feuds also end after one month of inactivity. Beginning a Feud There are two ways to start a Feud . 1) Two players agree to start a Feud without combat happening. If both sides consent, you're free to begin a Feud . 2) At the end of a PvP (a real PvP, not a spar), you can inflict a Feud on a defeated player as a Consequence . This removes their Defeated status, and means they can no longer be given Consequences . However, if you feel like multiple Consequences might be highly appropriate or necessary and/or the other side agrees, you can ask for a staff referee to arbitrate the matter. Before you decide to inflict a Feud on another player, consider a few recommendations: a) Has there been appropriate roleplay before the Feud , and the fight? A random bandit you encounter on the road might not be the right target, but a rival noble from another house might be. Remember, just as Feuds are a two-way street, the roleplay should follow a similar principle. b) Remember that Feuds go both ways, all the way through to the end! Only begin a Feud if you're ready for the two-way street. Progressing a Feud Feuds have three stages: (Stage 1) Enemy -> (Stage 2) Nemesis -> (Stage 3) The End Every Feud begins at Enemy : this is what you and the other person are after the Feud first begins. As feuding players, there are different consequences you can inflict on one another, such as Player Kill . If you choose to Killing Blow an Enemy (or vice versa), the 'Killed' player receives a prompt with two outcomes: 1) They accept the execution. Their character is permanently killed, no ifs, ands, or buts, and they receive 20 Chronicle Coins as an incentive. This is the only stage at which you will receive Chronicle Coins: if the Feud progresses beyond this step and you two become Nemeses, Chronicle Coins are out of the equation. 2) They refuse the execution. The character survives, and the Feud is upgraded to you two being Nemesis . This means there is a minimum of two PvPs, and ideally plenty of RP in-between, before a Killing Blow consequence can be used. 90% of the time, this is going to be at minimum the second time you two have PvPed. If they opt for option 2), the Feud is upgraded to Nemesis , and both sides are given a prompt that the executed character survived the encounter. This either narratively retcons the kill, or interprets it another way: functionally speaking, it is similar to being left for dead, with one side usually assuming the other died. The survivor is given a Mortal Wound . After this, with both of you as Nemesis , the Feud is in its end game. A Nemesis can Killing Blow their Nemesis , which kills their character with or without consent—this is the end of the Feud . Staff Involvement At both stages of receiving an Execute (both as Enemies and Nemesis ), the losing side is given the option of raising a ticket. Consider doing this if there are issues with how the roleplay advanced, OOC dilemmas, or potential rule breaks. If you feel like there was anything problematic OOCly about the interaction, raise the flag as early as possible and document it ahead of time. Note: Feuds CANNOT be delegated. There is no hiring an assassin to resolve your own feud for you, as that is not in the system's scope—to do that, you'd need the consent of the other side. With Feuds , you have to be the one swinging the sword, whether you defeated the enemy yourself or had them brought to you. In the latter case, it is HIGHLY encouraged to communicate with them in advance AND/OR bring in a staff referee to discuss the matter with, especially if you intend to use the Execute consequence as a result.

  • Vampirism | Elder Scrolls Chronicles

    VAMPIRISM Core Concept Vampirism is a Dark Path option that transforms a character into a blood-sucking parasite, dwelling in the space between life and death. Vampires prey on mortals to sustain their corrupted form of immortality. Characters who become Vampires through the Dark Path system are considered “fledglings”. They lack the immense power and hypnotic dominance of true vampire lords, but retain aspects of mortal life that help disguise their condition. Mechanically, Dark Path vampires are not considered to be undead. They have a pulse and are not affected by undead-banishing spells or abilities. When saturated with high Blood, they are mostly undetectable. While Vampires can eat and drink, it is a purely cosmetic action. They do not require sustenance other than Blood, and as a result do not benefit from food buffs. Vampires do not require sleep, though may pretend to do so and can feign deep sleep (such as rapid-eye movement). Any race can become a vampire. Though vampires may have different strains or bloodlines in roleplay, mechanically all vampires are identical. It is up to you as a player to decide how and why your character became a Vampire upon acquiring this Dark Path. You may roleplay this as a retroactive fact from your backstory if your character is new (less than 2 weeks since creation).

  • Battle Goals | Elder Scrolls Chronicles

    What are Battle Goals? Selectable Battle Goals BATTLE GOALS What are Battle Goals? Before a PvP scenario, each character chooses one Battle Goal - a combat mindset that grants specific perks and drawbacks. You cannot change your choice after combat has started. Battle Goals can alter turn order, modify stats, or impose restrictions; some have requirements or costs. Pick the one that best fits your character's aims in the coming fight. How do I use Battle Goals? You can choose individual Battle Goals to learn more about them after PvP has been dropped: after everyone has joined, it's the next step after. Battle Goals are chosen in the PvP Menu, and are hidden until Round 1 Begins. Round 1 can begin only once all Battle Goals are chosen. Selectable Battle Goals Flexible (Recommended): Best to keep your options open. Effects: No Modifiers. Reckless Onslaught: You want to defeat your opponent as quickly as possible, damn the risks. Effects: +1 Accuracy , +1 Damage , -2 Defence , -2 Resolve , -1 Resistances until the end of combat. Patient Defence: Wait them out. Let them get tired. Then strike. Effects: +2 Defence , +2 Resolve , -3 Accuracy , -2 Speed . You take your turn last regardless of initiative order. At the end of Round 3, replace all previous effects with +2 Accuracy, +2 Damage until the end of combat and recover 3 Potential . Get Out Alive: You're not sticking around to find out what happens if you lose. Effects: -3 Accuracy , -3 Damage until the end of combat. +2 Defence , +2 Resolve . On Round 1 only, gain +2 Speed . At the end of Round 1, this is reduced to +1 Speed . At the end of Round 3, Speed and Defence bonuses are removed. -1 Speed until the end of combat. Relentless Pursuit: They're not getting away, no matter how long it takes. Effects: -2 Defence , -2 Resolve , -1 Resistances until the end of combat. +1 Speed . At the end of Round 3, Speed bonus is removed. Aid Ally: You won't carry the day - but your friend might. You cannot change this Battle Goal via any special abilities (such as Sharp Reflexes) after choosing it. -4 Accuracy , -2 Max Potential , +3 Restoration until the end of combat. Choose one other character. They gain +1 Accuracy , +2 Max Potential until the end of combat. Underdog : You're against someone tougher than you, but you aren't going down without a fight. (1v1 Only. Can only be used in 1v1 scenarios. Your opponent must be a higher Level than you are) Effects: Gain max Potential equal to the Level difference between you and your opponent (maximum of +6 ) until the end of combat. On round 1 only, gain Accuracy , Damage , Resolve , and Defence equal to the Level difference between you and your opponent (maximum of +6 ). At the end of Round 1, this bonus is reduced to a +2 if it was higher. If your opponent is a Special Character, the bonus is always at least +2 . Against The Odds : Your chances aren't great - but when cornered, you'll fight fiercely. (2v1 or 4v2 only. Can only be used in 2v1 or 4v2 scenarios where your team is outnumbered) Effects: +2 Damage , +2 Resistances until the end of combat. On round 1 only, gain +5 temporary Potential and +5 Accuracy . You take your turn first regardless of Initiative order. You cannot flee from this Combat. Final Stand : You're outnumbered, but determined to take someone with you! (3v1 only. Can only be used in 3v1 scenarios where you are the Defender. Requires at least 1 Fate Point) Effects: -1 Fate Point . +15 Max Health , +5 Max Potential , +4 Accuracy , +4 Damage , +3 Resistances until the end of combat. You take your turn first regardless of Initiative order. You do not need to Prepare before performing a combat Killing Blow . If 3 or more characters are threatening to harm you, but only 2 join the PvP, you may still use this Battle Goal . Killing blows against you are guaranteed to succeed if you are defeated. There is no chance of survival. You cannot Flee from this combat.

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