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- Birthsigns | Elder Scrolls Chronicles
BIRTHSIGNS WARRIOR THE The first Guardian Constellation, The Warrior protects his charges during their Seasons. The Warrior's own season is Last Seed when his Strength is needed for the harvest. His Charges are the Lady, the Steed, and the Lord. Those born under the sign of the Warrior are skilled with weapons of all kinds, but prone to short tempers. +1 Strength, +1 Resolve MAGE THE A Guardian Constellation whose Season is Rain's Hand when magicka was first used by men. His Charges are the Apprentice, the Atronach, and the Ritual. Those born under the Mage have more magicka and talent for all kinds of spellcasting, but are often arrogant and absent-minded. +1 Intelligence, +1 Intimidation THIEF THE The last Guardian Constellation, and her Season is the darkest month of Evening Star. Her Charges are the Lover, the Shadow, and the Tower. Those born under the sign of the Thief are not typically thieves, though they take risks more often and only rarely come to harm. They will run out of luck eventually, however, and rarely live as long as those born under other signs. +1 Agility, +1 Intuition LADY THE The Lady is one of the Warrior's Charges and her Season is Heartfire. Those born under the sign of the Lady are kind and tolerant. +1 Willpower, +1 Speechcraft APPRENTICE THE The Apprentice's Season is Sun's Height. Those born under the sign of the apprentice have a special affinity for magick of all kinds, but are more vulnerable to magick as well. +1 Willpower, +15 Magicka, -2 Magic Resistance LOVER THE The Lover is one of the Thief's Charges and her season is Sun's Dawn. Those born under the sign of the Lover are graceful and passionate. +1 Personality, +1 Initiative STEED THE The Steed is one of the Warrior's Charges, and her Season is Mid Year. Those born under the sign of the Steed are impatient and always hurrying from one place to another. +1 Endurance, +1 Athletics ATRONACH THE The Atronach (often called the Golem) is one of the Mage's Charges. Its season is Sun's Dusk. Those born under this sign are naturally enduring and resilient against magic. +1 Endurance, +1 Magic Resistance SHADOW THE The Shadow's Season is Second Seed. The Shadow grants those born under her sign the ability to hide in shadows. +1 Agility, +1 Illusion LORD THE The Lord's Season is First Seed and he oversees all of Tamriel during the planting. Those born under the sign of the Lord are stronger and healthier than those born under other signs. +1 Endurance, +1 Faith RITUAL THE The Ritual is one of the Mage's Charges and its Season is Morning Star. Those born under this sign have a natural attunement to the aspects of the moons and the Divines. +1 Willpower, +1 Lore TOWER THE The Tower is one of the Thief's Charges and its Season is Frostfall. Those born under the sign of the Tower have a knack for finding gold and can open locks of all kinds. +1 Endurance, +1 Security SERPENT THE The Serpent wanders about in the sky and has no Season, though its motions are predictable to a degree. No characteristics are common to all who are born under the sign of the Serpent. Those born under this sign are the most blessed and the most cursed. +2 Luck, +1 Fate, +1 Intimidation -2 Endurance, -1 Willpower
- Combat | Elder Scrolls Chronicles
Starting Combat Pre-Initiative Turns & Actions Movement Line of Sight Combat Resources Companions Defeat & Consequences COMBAT Starting Combat To start a PvP scenario, you need to provide a descriptive emote stating hostile intent towards a character or characters. During the intent phase, you are allowed to manage gear as long as they are represented on your character. After gear is equipped, type /pvpmenu to declare or join the PvP encounter. Note: You will need to choose between a Spar or Normal PvP. Spars are primarily for practice and friendly competition and do not have consequences. Once inside the combat, those participating are considered to be in a locked instance and will be until it’s resolved and the consequences have played out. Additional parties are only permitted at the consent of everyone participating in the combat. If someone wishes to participate but is denied, they are to immediately leave the area and must roleplay as if they had not witnessed it. This includes not waiting just outside the scene for it to conclude. Optional Rules The below rules are not enforced unless called upon by any single participant within a declared PvP. They are meant to provide fairness when there is not unanimous agreement. These rules may be disregarded if all players consent. 1) Reasonable Odds: One side in a PvP must not exceed the other by more than 2 people (max 1v3, 2v4, 3v5, etc.). This does not apply to Monster Play. 2) Manageable Battles: A PvP may not have more than 10 total participants. For any further possible participants, a second battle may be started after relocating 100 tiles away from the scene of the original battle. Simultaneous battles of this nature are considered to be part of the same locked instance and should converge once concluded. Pre-Initiative Once all players participating have joined the combat, the player who initiated it must re-open /pvpmenu and start the combat. This will prompt all players to open the menu and select their Battle Goals (see Battle Goals for more info). These are not revealed until after everyone has selected theirs. After all Battle Goals have been selected, it is time to start the first round. This reveals all Battle Goals , automatically rolls initiative for all players, and formulates a turn order. Before the first player takes their turn, all players may use any applicable pre-combat abilities, such as Viper Strike, or any other initiative related abilities. If multiple players have such abilities, go in the order of initiative. Turns & Actions Players start and end their turn in /pvpmenu . This enables RPR (Shift+R) to be used for their actions. Each player has a number of actions they can do in their turn. Some actions may use two or more of your actions. The action types are as follows: 1 Action 1 Movement Action 1 Bonus Action 1 Companion Action Note: Some abilities may use your action AND bonus action. Once you have spent your character's actions in a given turn, you must use the End turn button in the /pvpmenu , handing it over to the next character in the initiative order. The turn passes over to the next player, who must start their own turn in their own menu. Ending your turn without taking an action will allow your character the chance to recuperate, gaining small amounts of magicka and stamina. Movement Movement is dictated by your speed and sometimes your luck. You can spend your movement action to move, sprint, or dash. To measure the distance, you need to use the “little feet” button in the bar to the side of your RPR menu. You must break up your movements into straight lines for the purposes of calculating it. This includes a stop before any vertical movement. By default: Movement is 3 +/- Speed Buffs/Debuffs. Dash is 5 +/- Speed Buffs/Debuffs. Sprint is 7 +/- Speed Buffs/Debuffs. Keep in mind that sprint consumes both your action and movement action. Tip: If your luck triggers, you will get 2 extra tiles of movement, so pay attention to the yellow text, it will tell you exactly how much you can move. If an obstacle requires you to jump in-game to navigate over it, you must use the Vault action to do so. Similarly, climbing requires the Climb action to be used. An obstacle that cannot be cleared with a jump must be climbed. In the rare event swimming is used in combat, an in-game status “submerged” is applied that holds all in-game effects. Line of Sight To be able to target someone, you need a line of sight to their character. There is no metric for line of sight in RPR, so judging it is an “on your honor” system. As a general rule of thumb, if you can see at least half or more of a player model, you have line of sight. As another general rule of thumb, if you have line of sight on another person, they have it on you as well. Going underwater does not break line-of-sight. Combat Resources Stamina, Magicka, and Potential are resources in a fight. Every spell costs Magicka, almost every technique costs Stamina, and every technique and most powerful abilities cost Potential. Both Stamina and Magicka are influenced by their respective stats (Endurance and Willpower)—both the max total and the amount recovered while resting or fighting. Potential is dependent on Personality, and is very important, as it fuels the most relevant skills and spells in the system. It is harder to gain back than both Stamina and Magicka. In combat, there is a chance to get some back every time you attack with your basic weapon attack, and every time you defend. Both depend on your luck stat. Companions Characters with the Conjuration, Intuition, or Necromancy skills will acquire access to abilities that allow them to summon a Companion. Companions fall into three categories - Daedra, Undead, and Beasts. Companions must be summoned inside of combat. Companions have their own stat profiles, with strengths and weaknesses depending on their nature. You can review the stat profile of a given Companion by looking at the Technique page in the trainer menu for summoning that Companion. Companions attack using your Companion Action, which you receive 1 of per turn. Companions usually attack using a particular type of damage, such as Fire, Frost, Shock, Slashing, Blunt, or Piercing. They typically use your summoning skill for their accuracy, though some Companions have their own accuracy modifiers. Companion Actions are taken through the Command Companion ability in RPR. Note: Damage caused by Companions is influenced by your Conjuration, Intuition, or Necromancy skill, depending on the type of Companion. Companions can be attacked by others using a Bonus Action, via the 'Attack Companion' abilities. There are some Techniques which also target Companions, such as Exorcism (Faith), Frighten Beast (Intimidation), or Usurp Daedra (Conjuration). Defeat & Consequences Once a character is reduced to 0 hp or surrenders, they are considered defeated. A combat may end when everyone has agreed it should end, or when every opposing force has been defeated by a player or group of players. Everyone that was defeated or has surrendered may receive Consequences. Once defeated or surrendered, a player may not rejoin combat. Theft is a valid consequence, and is handled via the consequences menu. Note: You are never required to mechanically trade an item as a consequence. The system will handle this. Equipment generally cannot be stolen as a consequence. Masterwork items are the exception to this rule, as a Masterwork item can be stolen by an opponent. However, like Killing Blows , this is considered a severe consequence and is monitored for poor sportsmanship. To perform a Killing Blow on another character, you must have an ongoing Feud with them (see Feuds for more information). Characters can never emote definitively executing someone else. Any Killing Blow must leave some angle for survival, even if it is slim. Think of it as a "left for dead" scenario. Upon being 'killed', the victim player should contact narration, who will then assess if the death is final. If you suspect another player did not raise a ticket after being 'killed', you may raise your own ticket to confirm the matter. Public executions, ritual sacrifices, and similar such situations are appropriate circumstances to request narrator supervision, but generally still require consent or an ongoing Feud. Narrators are automatically alerted when a Killing Blow is performed.
- Thievery | Elder Scrolls Chronicles
Chronicles Crime Pickpocketing Banditry Settlement Crime Breaking & Entering Punishment THIEVERY Chronicles Crime While crime can be conducted through mutual roleplay with others in a variety of ways, we currently support the following avenues through our mechanical systems: 1) Pickpocketing 2) Banditry 3) Settlement Crime (which includes Supernatural Crime) 4) Breaking & Entering Thievery is often a sore spot in other roleplay communities, causing OOC drama and strife due to the nature of "stealing things when others aren't home" or griefing players for goods procured over an extended period of IRL time. It can cause a great deal of preventive measures that are toxic or tedious in their own right—honeycomb builds, loss-of-anonymity tracking systems, or thieves leaving the thinnest of clues for you to follow up on as a victim of their greedy hands. Our automated systems hope to tackle this in a fair and fun way for both involved parties, by allowing thieves to play out their fantasy while not curbing the progression or safeguarding of individual characters. Criminals instead, more often than not, target wholescale settlements rather than individuals, promoting investigative roleplay and the intrigue of a game of cat-and-mouse. Pickpocketing Pickpocketing allows you to steal up to 30 Septims from an unsuspecting victim (they can only be targeted if they have at least 30 Septims in their /wallet ), ideally without their awareness. To unlock Pickpocketing , you must be a Novice in Sneak . The core skills of Pickpocketing are Security , which is the skill you roll against the victim's Intuition skill, and Sneak , which decides how many times you can Pickpocket in a single day. To Pickpocket someone, you must be in their proximity and use the ability, and they must have at minimum 30 Septims on their person. You must perform at least 1 emote while visible to the target before attempting to Pickpocket them. Your Security will be rolled against their Intuition . There's two outcomes: 1) You succeed. Depending on their wealth, you gain between 10 and 30 Septims after 15 minutes of time, at which point they are alerted they were pickpocketed (but not by whom). 2) You fail. You do not gain any Septims, they are immediately alerted to the attempt, and are free to pursue appropriate roleplay. As a victim, if you wish to apply consequences in terms of criminal justice, we recommend inviting a staff referee to oversee the matter. Furthermore, victims are immune to subsequent Pickpocket attempts for 24 hours after they are successfully pilfered. Banditry Bandits, criminals who take from others through violence (PvP), are loosely allowed on Chronicles. You may invoke a Steal Gold Consequence upon someone you've defeated in combat, which will net you between 15% and 20% of the target's available wealth, though they can only be subject to this Consequence if they have at least 30 Septims in their /wallet . If a victim was recently subjected to the Steal Gold Consequence , or a Pickpocket , there is no limit on such a Consequence being levied against them again within a certain time period, though the bandit will be notified that they were recently targeted. Some scenarios may warrant the use of such a Consequence so soon after the last, though it will be logged and frowned upon by staff. If you're going to make a decision like that, do so for a good reason, and for any victim that is suspicious of griefing, please submit a Player Dispute Ticket. Tier 1 through Tier 3 equipment, as well as crafting materials, cannot be stolen by any means, as to protect progressing characters and limit OOC toxicity. A precious Masterwork item can be procured, however, through the use of the Steal Masterwork Item Consequence . It is considered equal in severity to a Killing Blow and is not taken lightly by staff, requiring a Feud . Settlement Crime For more information on Settlement Crime, Heat, and Investigation, please see the Settlements page. Breaking & Entering While traditional burglary (stealing from chests or containers of other players) is disallowed and is a reportable offense, you are allowed to use the built-in functions for lockpicking and breaching doors, usually for the purpose of espionage or information gathering. For lockpicking, you must pass an automated DC 20 Security check. For breaching, you must pass an automated DC 20 Athletics check. Punishment Crime is a two-way street: with illegal rewards come risks. Keep in mind that, by roleplaying and interacting with the crime systems, you open yourself up to punishment conducted by bounty hunters and investigators. If Settlement Crime is committed in a city and you are caught, you may be thrown in jail for a period of time by authorities for your transgressions.
- Setting | Elder Scrolls Chronicles
The Setting Season One Lore Policy Dragon Breaks & You THE SETTING It is the twilight of the Third Era . The ruby banner of the Septim Empire flutters on the brink of extinction, as the Mythic Dawn cult completes its long-planned conspiracy to end the line of Emperors and usher in a new era of Oblivion . In the shadows, Mehrunes Dagon stirs, eager for the moment when the Dragonfires die and his realm consumes Tamriel . But something is… wrong . Akatosh has eaten his tail. Time, once a river, now coils like a serpent. A fracture echoes through the Aurbis ―a soul, who should have been born, never was. A fixed point in fate, missing. A Dragon Break . And so, on the 27th of Last Seed, 3E 433, a certain cell in the Imperial Prison lies empty. There is no escaping prisoner. No Hero of Kvatch. No Champion of Cyrodiil. The thread of prophecy has unraveled. Without a destined hero to stand against the coming storm, Tamriel hurtles toward an unthinkable future. What becomes of a world abandoned by fate? Who rises to fill the void? Can mortals defy the broken prophecy - or is all doomed to fire, chaos, and anarchy? The Towers crumble. The Dragonfires fade. The Daedra march. The gods are watching. The timeline is broken. This is your story . Forge your own legend in a world where destiny has failed. The Missing Prisoner SEASON ONE Kvatch, the City of Akatosh On the western edge of Cyrodiil, the Gold Coast thrives as a crossroads of peoples and fortunes. Merchants, pilgrims, and wanderers from every province pass through, seeking prosperity in the beating heart of the Abecean trade routes. At the center of it all stands Kvatch, proud sentinel of the Gold Road, commanding the flow of commerce with its tolls and its armies. Silver mined from Colovian hills fuels the city’s wealth, feeding Imperial coffers and supplying the mint of the Empire itself. Yet Kvatch is more than a mercantile power―it is a holy city. The Temple of Akatosh, gleaming above the city’s skyline, draws pilgrims from across Tamriel to pay reverence to the chief of the Nine Divines. Here, under the rule of Count Ormellius Goldwine, opportunity abounds. The Fighters Guild , Mages Guild , Imperial Legion , and Imperial Cult each hold a strong presence within the city, ever eager to welcome new aspirants to their ranks. Whether you are a Colovian by birth or a traveler from distant shores, the City of Kvatch offers paths to wealth, honor, and purpose. But beneath the gilded veneer, shadows lengthen. The fanatics of the Mythic Dawn whisper of an age of fire, t he pickpockets and cunning rogues of the Thieves Guild ever linger as opportunists, and in the halcyon halls of forgotten Ayleid ruins, the mysterious Unfeathered weave plots beyond mortal comprehension. The Gold Coast prospers, but its destiny is in the balance. For in Kvatch, the fate of Cyrodiil―and perhaps all of Tamriel―is already being written. LORE POLICY Key Lore Decisions The Elder Scrolls IV: Oblivion (Remastered) is our primary lore source and is favoured over others in most contradictory situations. The Champion of Cyrodiil does not exist. This is the most important change for the events portrayed on our server. Ithelia should never be referenced IC. Mehrunes Dagon did not invade Tamriel during the Second Era . The Planemeld did happen. Other events of Elder Scrolls Online (ESO) may be interpreted as being of dubious historical certainty. ESO lore concerning the culture of Bosmer, Khajiit, Altmer, Bretons, and Argonians is largely canon. Morrowind's portrayal of Nibenese and Colovian Imperials as distinct cultures different from each other is canon over Oblivion's portrayal. Morrowind's portrayal of the Fighters Guild is canon over Oblivion's. Skyrim, Morrowind, and Oblivion Remastered are our primary sources for race appearances. Daggerfall and other pre-Morrowind games are mostly non canon. While the UESP can be a great resource at times, and we link to it often on this site, do not take everything written on it at face-value. It is open to public editing, and as such, can be prone to inconsistent details, fanfiction, or misinformation. If anything contradicts established lore in the games, or things we have detailed on this site, please open a Narration ticket to ask for clarification. DRAGON BREAKS & YOU If you’ve ever spoken with a serious Elder Scrolls lore enthusiast, you’ve probably heard them say that, in this setting, you can’t really prove anything. Among popular fantasy franchises, Elder Scrolls stands out for its reliance on the unreliable narrator trope. Most of its lore comes through in-universe texts written by characters with their own agendas, flaws, and biases. Sometimes these characters are even outright conspiracy theorists — minotaur lore is a great example of this confusion in action. Inconsistencies and contradictions are everywhere: between games, between expansions, and even within the same game’s internal storytelling. From pre- and post-Morrowind eras, to differences between Skyrim, Oblivion, ESO, and Morrowind itself, the Elder Scrolls canon has been shaped by many authors across decades, each with varying styles and priorities. Some entries build a grounded, near-historical world with recognizable parallels to ancient cultures like Rome or medieval France. Others lean hard into high fantasy reminiscent of D&D or Dragon Age. This wide-ranging style gives fans enormous interpretive freedom — wonderful for single-player experiences, but a challenge for collaborative roleplay. As the storytelling team for Chronicles, we have to navigate these contradictions and make decisions about what is “true” for the sake of consistent and meaningful RP. Our guiding questions are: Which interpretation best supports engaging, interesting roleplay? Which version of events builds narrative tension and creates distinctive characters? Which vision maintains Elder Scrolls’ unique identity rather than making it feel generic or derivative of D&D? The rule of cool is also a core principle. We allow ourselves creative liberty to make interesting decisions. Ultimately, our mission is to build our own “Dragon Break” — a version of Nirn that best supports compelling stories, rich character backgrounds, and a world that feels deep rather than shallow. As Lawrence Schick once put it: “The lore is yours.” In that spirit, where the official games serve our purposes, we use them. Where they do not, we also consider high-quality community works such as Elder Kings , Project Tamriel , and r/teslore Apocrypha . These projects often show a remarkable understanding of the setting and should not be dismissed simply because they aren’t officially endorsed by Bethesda. Accordingly, we’ve made a set of clear lore decisions outlined above . Beyond these, if you want to bring in obscure lore or even creative fanon, please open a Lore Inquiry Ticket and discuss it with the Narration Team. The outcome of any Lore Tickets will be publicly documented, for those scholars among you who may enjoy such things.
- 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.
- Breton | Elder Scrolls Chronicles
BRETON Overview Stats & Subraces Portrayal -- Bretons are the result of centuries of interbreeding between Nedes and Aldmer, making them a truly unique race on Nirn. Hailing from High Rock , they are as diverse as their province is divided. Likely due to their elven ancestry, Bretons have an easy time understanding and manipulating magicka, and because of their Nedic ancestry— the Druids of Galen —they also have an inherent grasp of how to manipulate the natural environment too. Druidic spellcraft does differ from the arcane. Their mixed ancestry also has cultivated Breton importance on nobility, status, and lineage. Many Bretons would say knighthood is an extremely important part of being Breton, while others choose instead to focus on their Druidic or Direnni roots respectively. The land they inhabit has a deep cultural history, yet stands firm in the grasp of the feudal system which has divided their society. Breton names are primarily influenced by real world France, but it is not unheard of to have English or Celtic influences as well. Primary Stats +1 Willpower +1 Personality +1 Mysticism +1 Initiative +1 Magic Resistance +1 Shock Damage Subraces Glenumbran Your character is of the Glenumbran culture, from Daggerfall. They are known for their cunning in statecraft and politics, as well as druidic folk traditions. +1 Speechcraft -1 Initiative Iliac Your character is of the Iliac culture, from Wayrest. They are known for their chivalric traditions and love of jousting. +1 Melee Accuracy -1 Mysticism Reachfolk Your character is of the Reachfolk, cousins to the Bretons, considered savage and uncivilised by most of the other races. +1 Endurance -1 Personality Subrace: Glenumbran Required Features: Western European Complexion. Encouraged Features: Brown or Blonde hair. Blue or green eyes. Subrace: Iliac Required Features: Western European Complexion. Encouraged Features: Black hair. Blue or green eyes. Subrace: Reachfolk Required Features: Western European Complexion. Encouraged Features: Darker skin tone. Brown eyes. Tattoos. Appearance & Culture Foreign Views The Province of High Rock Religion Generally considered to be human, Bretons are extremely average in terms of height, though men are—on average—generally taller than the women. Their facial features can show traces of their Meric ancestry; the angle of their eyes, and the height of their cheekbones typically marking a visual representation of their mixed lineage.Their hair colors can range from blonde to black and everywhere in between within the realm of natural human coloring. Eye colors can be anything within the realm of human norms as well. For the most part, they look far more human than they do elven. Bretons are also slimmer than other races of men such as Nords and Redguards, though it is common that they have softer, more supple features as well. Despite the physical evidence of the elven ancestry having diminished over the centuries, some Bretons even boast slight points at the tips of their ears. Despite being utilitarian, Breton fashion is very much fashion. Both men and women of all stations take care to look as good as they are able to. However, beyond that, clothing is very much a status symbol in the Breton culture. The lower classes dress in plain fabrics with simple designs meant to be both functional and attractive. Women’s clothing typically consists of bodices and long skirts, and for the most part, is very modest. Women of noble status often dress in opulent fabrics and display their wealth in jewelry and accessories. Breton armor is a mixture of practical and elegant, once more hinting at their Meric roots. Because knightly orders and the like are common practice in High Rock, it is not atypical for knights to parade around bedecked in the heraldry of their patron. However, despite this, Breton armor does vary beyond chain and plate. They also highly value the craft of leatherworking, and much of their armor (enchanted or otherwise) displays such pieces within its set. Overall, Bretons take great care of their appearance, putting their hair and beards in elaborate styles, manicuring their nails, and applying a variety of perfumes and colognes to their bodies as well as homes. They also favor applying the musk of black bears behind their ears and wrists. Culture Breton culture, despite its seeming homogeneity, varies depending on each of High Rock's kingdoms due to the many subcultures of the regions. Classism, the divide between the poor peasantry to elite nobility , plays a great part in the majority of Breton society and politics regardless. Most of the common folk tirelessly pursue knightly ideals, such as performing good deeds or heroic quests, in the hope they will one day be granted the rank that bridges the two; a knighthood , the lowest rank of minor nobility. Knighthood is seen as pivotal to Breton identity, and the race shares other facets of culture such as bardic traditions, heroic legends, animal husbandry, and avid mercantilism typically propagated through Iliac Bay . Arranged marriages are common amongst noble families. Sometimes they are allowed to have courtships before marriage though having a relationship with someone below your station, such as a manservant, is seen as forbidden. Love charms are popular amongst both Breton nobility and merchant lords. Breton children are generally tested for magical aptitude at an early age, and magic is so common in High Rock, children are often said to practice their illusion spells on one another as parts of games. Chivalry, high romance, and similar virtues are deeply embedded in Breton culture. They are found of jousts, festivals and courtly pageants. Quests of Errantry to prove one's worth as a rite of passage are common among men and women alike. Cultural Equivalence & Influences While Medieval French in naming conventions and appearance, their mainstream culture more resembles 13th-14th century Anglo-French England, while the subcultures carry Welsh/Brythonic influences. Inspiration is also drawn from Warhammer's depiction of Bretonnia, and romantic period Arthurian legend. After the Interregnum , High Rock was divided between several kingdoms , or city-states, each with their own subculture and politics. This division ultimately was the reason Tiber Septim managed to subdue High Rock so easily during the Tiber War . For the most part, Bretons were accepting of Imperial rule—due largely to the fact that many of the Emperors in the Third Era being Breton or having spent significant amounts of time in High Rock—with their only primary complaint being that the Empire didn’t do enough during conflicts to protect High Rock. Roughly 300 years ago, in 3E 121, a civil war broke out across the Empire. The War of the Red Diamond began with a bang, hitting both Iliac Bay and Morrowind as Queen Potema of Solitude attempted to sow further discord against the Empress, Kintyra II. During this war, Empress Kintyra answered a request for aid from Glenpoint in High Rock, and upon her arrival, was captured and then later executed. The Bretons in Glenpoint at the time were so upset to learn of the Empress’s death, they hunted down the Duke of Glenpoint and dealt with his betrayal. That day has become a sort of holiday called Broken Diamonds where the locals in Glenpoint gather outside an old Imperial castle and offer prayers for the Septim family’s benevolence before singing a song called Sepharve—sang in Old Bretic, its meaning is gradually fading from knowledge, but each generation is taught it nonetheless. Nearly one hundred years ago, the Nightmare Host ―an undead horde led by a lich said to be in service to the Camoran Usurper ―took control of Dwynnen , a barony of High Rock. They were defeated by Othrok in the Battle of Wightmoor , who would come to be the next baron of Dwynnen. Fourteen years after, in the Battle of Firewaves in 3E 267, the combined forces of the Breton city-states of Dwynnen, Kambria , Phrygias , and Ykalon defeated the Camoran Usurper. Glenumbra : The westernmost region of the peninsula, containing the two major cities of Daggerfall and Camlorn. Mostly green hills, forests and swamps with a few mountains in the middle. This region is known for its great wines and deep in the forests the druidic communities called the Wyrd´s can be found. Stormhaven : The central region of the peninsula, situated around the mighty Bjoulsae River. It is the center of Breton influence and hosts the greatest of its cities, Wayrest. In Stormhaven there is a rich bounty of crops and wildlife, providing an easy life for those in the region. Rivenspire : The northern part of the peninsula and a rather gloomy place. Where the southlands are rich and fertile, Rivenspire is dry badlands, moors, mountains and generally unpleasant features. The two great cities of Shornhelm and Northpoint are situated here. The people native to this region are generally heartier than most other Bretons. Bangkorai : The easternmost part of the province contains the great city of Evermore. This region is the shield of the Bretons, historically having faced the most conflict. It is forested highlands centered around Halcyon Lake. Systres Archipelago : A collection of isles deep in the Abecean Sea, midway between High Rock and Alinor. These islands historically have been settled by druidic tribes and were later on claimed and settled by Breton nobility. The islands are known for their eclectic mix of wyrd influences and somewhat detached nobility, yet their mines and location make them vital for commerce. It also serves as a prison colony. Balfiera /Betony /Wrothgar : Technically part of High Rock yet controlled by other races. Sometime during the tenure of the First Empire, most Bretons shifted away from the elven pantheons to worship the Eight Divines . However, some people still worship older and more traditional deities, such as... Sheor : Also known as the “Bad Man” is said to be the source of all strife. More like than not, Sheor is a demonized version of Aldmeri Lorkhan . Phynaster :The hero-god of the Aldmeri pantheon, said to have taught the Altmer to prolong their lives simply by taking shorter strides. Magnus : The god of magic, and one of the Original Spirits, said to have been the architect of Mundus . Y’ffre : A holdover from High Rock’s Nedic roots, Y’ffre is the most important god in the Bosmeri pantheon and is the God of Song and Forest.
- 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). 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 +2 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 Subrace: Chuzei (Indoril) Required Features: All elven characters must have large, inward-tilting eyes with colourful distinctive irises and a small amount of glow. Elven eyes should have a minimum iris size of 0.5 and a minimum glow of 0.01. Grey skin tone (light to dark). Elven ears. Red eyes with black or red sclera. Encouraged Features: High cheekbones and well-defined brow ridge. Mohawk hairstyles. Blue accents in outfit to represent House Indoril. Slim or fit bodies. Brown, black, or red hair, and grey / white if old. Subrace: Armun-Ani (Hlaalu) Required Features: All elven characters must have large, inward-tilting eyes with colourful distinctive irises and a small amount of glow. Elven eyes should have a minimum iris size of 0.5 and a minimum glow of 0.01. Grey skin tone (light to dark). Elven ears. Red eyes with black or red sclera. Encouraged Features: High cheekbones and well-defined brow ridge. European Medieval clothing. Overweight due to indulgence in food and leisure. Yellow accents in outfit to represent House Hlaalu. Brown, black, or red hair, and grey / white if old. Subrace: Gah-Julani (Redoran) Required Features: All elven characters must have large, inward-tilting eyes with colourful distinctive irises and a small amount of glow. Elven eyes should have a minimum iris size of 0.5 and a minimum glow of 0.01. Grey skin tone (light to dark). Elven ears. Red eyes with black or red sclera. Encouraged Features: High cheekbones and well-defined brow ridge. Chitin + plate armour. Powerful, muscular bodies, and rougher faces. Red accents in outfit to represent House Redoran. Brown, black, or red hair, and grey / white if old. Subrace: Mardun-Oadi (Dres) Required Features: All elven characters must have large, inward-tilting eyes with colourful distinctive irises and a small amount of glow. Elven eyes should have a minimum iris size of 0.5 and a minimum glow of 0.01. Grey skin tone (light to dark). Elven ears. Red eyes with black or red sclera. Encouraged Features: High cheekbones and well-defined brow ridge. Chitin + plate armour, layered cloth and hanging fabrics. Hoop earrings. Rough, sharp and sly features. Grey accents in outfit to represent House Dres. Brown, black, or red hair, and grey / white if old. Subrace: Chi-Adduni (Telvanni) Required Features: All elven characters must have large, inward-tilting eyes with colourful distinctive irises and a small amount of glow. Elven eyes should have a minimum iris size of 0.5 and a minimum glow of 0.01. Grey skin tone (light to dark). Elven ears. Red eyes with black or red sclera. Encouraged Features: High cheekbones and well-defined brow ridge. Fine, layered robes and pointy epaulettes. ong, sharp and sly faces. Brown accounts in outfit to represent House Telvanni. Brown, black, or red hair, and grey / white if old. Subrace: Ashlander Required Features: All elven characters must have large, inward-tilting eyes with colourful distinctive irises and a small amount of glow. Elven eyes should have a minimum iris size of 0.5 and a minimum glow of 0.01. Grey skin tone (light to dark). Elven ears. Red eyes with black or red sclera. Encouraged Features: High cheekbones and well-defined brow ridge. Brown, black, or red hair, and grey / white if old. Harsher, more aged faces to reflect the unforgiving Ashlands climate. Agile, lithe bodies with very little fat. Facial ash markings and/or ritualistic tattoos. Practical hairstyles and clothing. 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.
- Systems | Elder Scrolls Chronicles
Placeholder PLACEHOLDER
- 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, find one of the 3 taverns in the world: Brina Cross Inn, on the Gold Road. The Flowing Bowl, in Anvil. The Champion's Arms, in Kvatch. Interact with the Glass Purple Diamond and enter from there. In-Character, your character is 'resting' in a rented room during this time, as Monster Play is not relevant to your actual character. 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. Grouping / Teaming Up Monsters are allowed to team up with other monsters to attack players. However, there are some limitations to this dependent on monster tier. The highest level monster within the party determines the limitation. Tier 0: No limit. Tier 1: 4 monsters maximum. Tier 2: 3 monsters maximum. Tier 3: 2 monsters maximum. Tier 4: 1 monster maximum. Defeat & Victory In Monster Play As a monster, victory will yield additional rewards to enable acquiring stronger monsters and potentially traits for your current one. As a player, victory will yield Hunter's Marks, explained in a separate section below. As a monster, defeat will also yield rewards, though of different variety. As a player, if you are mauled by a T4 Monster, you will have the Heavily Scarred status for 5 days. This gives no debuff. However, if you are mauled again by a T4 Monster, this will transform into a semi-permanent attribute Debuff, slowly healable over a long period of time. Seek healers in Master of Restoration or Faith to slowly heal this scar. (Or if you are one yourself, you may perform an attempt.) - Monsters now have specific Battle Goals, with access to some normal battle goals aswell: Scurry and Scatter - +2 Defence, +1 Speed, -5 Damage. Effects fade at Round 4. Dangerous Wrath - Requires Monsters outnumbered 3:1. +10 Health, +3 Damage, +1 Accuracy, +3 resistances. Always acts first. Monstrous Wrath - Requires Monsters outnumbered 5:1. +20 Health, +5 Damage, +2 Accuracy, +6 resistances. Always acts first. Vengeance of the Pack - Requires Monsters outnumbered 3:1 and 5 Demise. Spends 5 Demise. +10 resistances, +1 Speed, +5 Damage, +3 Accuracy, +30 Health, +5 Potential. Always acts first. Monster-specific Battle Goals Monsters now have specific Battle Goals, with access to some normal battle goals as well: Scurry and Scatter - +2 Defence, +1 Speed, -5 Damage. Effects fade at Round 4. Dangerous Wrath - Requires Monsters outnumbered 3:1. +10 Health, +3 Damage, +1 Accuracy, +3 resistances. Always acts first. Monstrous Wrath - Requires Monsters outnumbered 5:1. +20 Health, +5 Damage, +2 Accuracy, +6 resistances. Always acts first. Vengeance of the Pack - Requires Monsters outnumbered 3:1 and 5 Demise. Spends 5 Demise. +10 resistances, +1 Speed, +5 Damage, +3 Accuracy, +30 Health, +5 Potential. Always acts first. 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. In a PVP encounters, tiers receive a health benefit per player. T1: +5 HP per non-Monster T2: +10 HP per non-Monster T3: +15 HP per non-Monster T4: +20 HP per non-Monster 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. Defeated Reward ― 10 Malice Survival Reward (Leaving combat above 0 HP) ― 20 Malice Victory (Maul) Reward ― 20 Malice You can also now purchase Malice through Demise at a ratio of 1 Demise = 10 Malice for a specific monster. 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 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 ― 6 Demise Tier 3 ― 5 Demise Tier 4 ― 4 Demise Monster Gacha If you are unsure which monster to go for or simply enjoy chance, you can spend MP (for MP purchasable monsters) or Demise (for their Demise counterparts). Note: You can roll duplicates. If this happens, you will receive 450 MP or 6 Demise back. They can roll with traits, though this is rare! It costs 500 MP or 7 Demise for a single pull. Hunter's Marks When a monster is reduced to 0 HP, all players involved earn a single Hunter's Mark. Hunter's Marks Reward 0 Star ― 1 Mark 1 Star ― 2 Marks 2 Star ― 4 Marks 3 Star ― 7 Marks Speak to Hunter Rogal in the Fighter's Guild in Kvatch to learn more, or to exchange them for goods. 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 ― 30 MP / hour Tier 1 ― 25 MP / hour Tier 2 ― 20 MP / hour Tier 3 ― 15 MP / hour Tier 4 ― 10 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 ― 110 MP Tier 3 ― 100 MP Tier 4 ― 50 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 Chronicle Coins After reaching a threshold of MP earned, users will earn a certain amount of Chronicle Coins . MP Thresholds 500 ― 2 CC 1000 ― 3 CC 2000 ― 4 CC 3500 ― 5 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 5000 ― 6 CC 7000 ― 7 CC 9000 ― 8 CC 12000 ― 9 CC 15000 ― 10 CC 18000 ― 10 CC 21000 ― 10 CC 25000 ― 10 CC Monster Traits Monsters may acquire up to 3 traits, based on how much Malice they have earned. These traits do not cost anything. Just reaching the threshold grants a trait. The Tiers of Monsters determine how many traits they can receive. 0 Star ― None 1 Star ― 1 Trait 2 Star ― 2 Traits 3 Star ― 3 Traits Additionally, if it is the Monster's Final Form, they may receive an additional trait that pushes them beyond their threshold if they are below Tier 3. With each trait equipped, the Monster's Star Rating goes up, up to 3 Stars. Trait Malice Thresholds To acquire a trait, you must meed or exceed these Malice Thresholds. First Trait ― 40 Malice Second Trait ― 80 Malice Third Trait ― 120 Malice First Trait List Fortunate - +1 Luck Strong - +1 Strength Tough - +1 Endurance Cunning - +1 Intelligence Resilient - +1 Willpower Colourful - +1 Personality Second Trait List Enduring - +20 Stamina, +20 Magicka Unmoving - +15 Health, -1 Speed Skirmisher - +1 Speed, -3 Physical Resistance, -3 Magic Resistance Aggressor - +10 Initiative, -2 Defence Resistant - +2 Resilience, -1 Defence Hardshell - +3 Physical Resistance, -1 Magical Resistance Aether-Guarded - +3 Magical Resistance, -1 Physical Resistance Third Trait List Fervent - Grants the Ability [M] Surging Roar, which allows you to refill your [M] Monstrous Surge uses, once per combat Plagued - Grants the Ability [M] Diseased Attack to this monster. +5 Sneak Stone Skin - Grants the Ability [M] Bunker to this monster. Deafening Screech - Grants the Ability [M] Shriek to this monster. Bolstered Flesh - +30 Health, +10 Stamina, +10 Magicka Survivor - +10 Health, +50 Stamina, +50 Magicka, +3 Potential Vengeful - Grants the Ability Phoenix from Master Restoration to this monster. First-To-Strike - Grants the Ability Swiftness from Master Initiative to this monster. -3 Defence Ethereal - Grants the Abilities Absorb Fatigue, and Absorb Magicka, from Journeyman Restoration to this monster. +5 Restoration 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: Humanoid 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: 50 MP 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: 25 MP Evolves Into: Giant Skeever Durzog Type: Beast A grotesque, reptillian dog. Price: 175 MP Evolves Into: Warzog Zombie Type: Undead A rotting humanoid brought back to life. Price: 175 MP Evolves Into: Headless Zombie Goblin Skirmisher Type: Humanoid A goblin ambush expert. Price: 75 MP Evolves Into: Goblin Berserker / Goblin Shaman Imp Type: Construct Vile fiend sent from Oblivion. Price: 50 MP 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: 50 MP Evolves Into: Greater Scamp Starving Hunger Type: Daedra A bone-thin daedra on the hunt. Price: 125 MP Evolves Into: Hunger Strident Hunter Type: Beast An enraged, flightless bird. Price: 2 Demise Evolves Into: N/A Clannfear Runt Type: Daedra A small, crested, reptillian daedra. Price: 100 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: 300 MP Evolves Into: King Mudcrab Goblin Shaman Type: Humanoid A depraved goblin spellcaster. Price: 350 MP Evolves Into: Goblin Conjurer Hunger Type: Daedra The horrific manifestation of hunger. Price: 450 Evolves Into: N/A Black Bear Type: Beast A massive, snarling, woodland creature. Price: 400 MP Evolves Into: Brown Bear Spectral Mudcrab Type: Nature Spirit The spectral avatar of a mudcrab. Price: 3 Demise Evolves Into: N/A Greater Scamp Type: Daedra A muscular scamp covered in scars. Price: 3 Demise Evolves Into: N/A Clannfear Type: Daedra A reptillian, daedric hunter. Price: 400 MP Evolves Into: Giant Clannfear Troll Type: Monster An apelike beast with long, powerful arms. Price: 600 MP Evolves Into: Savage Troll Dire Wolf Type: Beast A massive variant of the wolf. Price: 3 Demise Evolves Into: N/A Bristleback Type: Beast A giant, enduring, furred boar. Price: 4 Demise Evolves Into: N/A Skeleton Guardian Type: Undead A skeleton adorned with crusader's raiments. Price: 450 MP Evolves Into: Skeleton Hero Mountain Lion Type: Beast A rapid and vicious feline predator. Price: 350 MP Evolves Into: N/A Bone Wolf Type: Undead The animated bones of a wolf. Price: 3 Demise 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: 500 MP Evolves Into: Dread Zombie Will-o-the-Wisp Type: Nature Spirit A luminous being of magic. Price: 550 MP Evolves Into: N/A Giant Skeever Type: Beast A pus-covered, giant rodent. Price: 3 Demise Evolves Into: N/A Warzog Type: Beast A large, crudely armored durzog. Price: 4 Demise Evolves Into: N/A Ancient Ghost Type: Undead The ghostly image of a bygone era. Price: 550 MP Evolves Into: Wraith Spriggan Type: Nature Spirit A womanly guardian of the forest. Price: 400 MP Evolves Into: Elder Spriggan Goblin Berserker Type: Humanoid A furious goblin shaking with rage! Price: 350 MP Evolves Into: Goblin Warlord Stone Golem Type: Construct Animated, hulking stone. Price: 350 MP Evolves Into: Gargoyle Plaguebearer Type: Undead Rotten bandages failing to contain an ancient plague. Price: 500 MP Evolves Into: Barrowguard Flame Atronach Type: Daedra The heat of Oblivion given life. Price: 550 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: 800 MP Evolves Into: Skeleton Champion Wispmother Type: Nature Spirit A frozen, ghastly, elemental woman. Price: 900 MP Evolves Into: Welkynd Spirit Goblin Warlord Type: Humanoid An armoured, gibbering menace. Price: 5 Demise Evolves Into: N/A Dread Zombie Type: Undead A relentless, vaporous zombie. Price: 6 Demise Evolves Into: N/A Spriggan Matron Type: Nature Spirit An ancient spriggan of hardened bark. Price: 750 MP Evolves Into: Lurcher Goblin Conjurer Type: Humanoid A goblin spellcaster with a knack for summoning. Price: 5 Demise Evolves Into: N/A Wraith Type: Undead The darkest expression of spirit. Price: 900 MP Evolves Into: Gloom Wraith Frost Atronach Type: Daedra The chill of Oblivion. Price: 800 MP Evolves Into: Storm Atronach Lesser Ogre Type: Monster A dim-witted brute. Price: 800 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: 900 MP Evolves Into: Minotaur Barrowguard Minotaur Type: Monster Primal beastfolk with a man's body and the head of a bull. Price: 950 MP Evolves Into: Minotaur Lord Land Dreugh Type: Monster A horrific combination of crab and Mer. Price: 800 MP Evolves Into: Dreugh Broodmother Gargoyle Type: Construct A construct meant to protect or ambush. Price: 6 Demise Evolves Into: N/A Brown Bear Type: Beast The more fearsome cousin of the Black Bear. Price: 6 Demise Evolves Into: N/A Lesser Daedroth Type: Daedra A large, bipedal daedra akin to an alligator. Price: 900 MP Evolves Into: Daedroth Giant Clannfear Type: Daedra A hulking clannfear with battle-sharpened claws. Price: 850 MP Evolves Into: Ogrim Savage Troll Type: Monster 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: 850 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: Monster 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: 8 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: 8 Demise Gloom Wraith Type: Undead The avaricious gloom of a dark lord. Price: 9 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: 7 Demise Storm Atronach Type: Daedra The storms of Oblivion made manifest. Price: 8 Demise Minotaur Lord Type: Monster 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: Monster A mountainous brute bedecked in armour. Price: 8 Demise Dreugh Broodmother Type: Monster 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: 9 Demise
