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- 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.
- Settlements | Elder Scrolls Chronicles
What are Settlements? Settlement Growth Settlement Wealth Buildings & Build Menu Settlement Crime Heat & Investigation SETTLEMENTS What are Settlements? Settlements represent player residences that have attracted a population of NPCs to live among them. Settlements grow over time, increasing the clan's Decoration Allowance and unlocking new Building Slots. Illegal settlements, known as Hideouts, are vulnerable to Bounty Hunting. This is essentially a mirror image of Thievery mechanics, but use different skill sets from the investigator for its success tests. Starting a Settlement To found a new Settlement, you must have a clan of 4 people at minimum. You will then be able to create a Settlement through the Settlement Menu (accessible through the /settlement command). It will appear on the map at your current location with a Map Marker of your choosing. You must be in your own Land Claim (from your Conan clan) to found a Settlement. Tip: Try standing on top of a foundation you've put down if it's not working. Public Settlements Settlements are marked on the map and considered public hubs, with mechanical benefits, jobs, and thievery tied to them, and are thus required to have a majority of their build accessible to the public, or have a large, defined, public space. Gates should not be locked, though you are allowed private spaces. If you prioritize privacy, your clan need not use the settlement system. Settlement Growth Settlement Growth is essentially the XP equivalent for your Settlement, whilst your Settlement's Rank is its Level. Each day, Settlements gain an amount of Growth based on Base Growth + Buildings + their current Wealth. After reaching a certain amount of Growth , you may upgrade your Settlement to the next Rank. Ranking up improves the interest rate on Accumulated Wealth, unlocks a new Building Slot, and increases the clan's Decoration Allowance. Each day, your Settlement increases its Growth by 80. This rate can further be improved by constructing the Fields building, which provides an additional 20. Read more below to learn about buildings. For every 100 Wealth stored in the Settlement, the daily Growth rate increases by 1%, up to a maximum of 50%. Settlement Ranks: Settler's Camp -> Rural Hamlet -> Large Village -> Urban Township Hideout Ranks: Criminal's Camp -> Thief's Den -> Brigand's Lair -> Blackguard's Domain Settlement Wealth Another core facet of Settlements is their Wealth. Wealth is how you construct Buildings, and help your Settlement grow faster. For a Settlement to gain Wealth, its members need to donate Septims - either directly via the menu or to their clan lead - which have a 1 to 1 exchange rate. Every day, you gain an interest rate on the Wealth of your Settlement. Your Settlement gains +5 Wealth each day, as well as 2% of their total Wealth. There's a maximum of 5000 Wealth you can store in a Settlement. Aside from this, the main way to increase Settlement Wealth is for clan members to donate Gold, and by having Jobs worked in the Settlement. There is a downside to stacking Wealth without using it, however: criminals and thieves can target your Settlement to steal a portion of its Wealth. Note: You may relocate a settlement with appropriate RP reasoning behind it. To do this, open a Technical Assistance Ticket - you will always keep your Settlement's Buildings and Wealth. Buildings & Build Menu The Clan Leader can use Settlement Wealth to construct Buildings in the Settlement, providing various bonuses and benefits for clan members when they are at home. Buildings provide various bonuses and perks, which are disabled during Sparring, and may be demolished to refund half of their Wealth purchase as Septims to the clan leader. Buildings take 7 days to construct, but this time may be reduced by using the 'Aid Construction' action inside the Settlement. Any clan member can use 'Aid Construction' to reduce the construction's duration by six hours once per day; they need to stay inside the settlement for 30 minutes to do so. 'Aid Construction' uses the highest of your intelligence and strength. You may have a maximum of 5 buildings total, and can only construct one building at a time. The following buildings can be constructed: Fields (200 Wealth): Fertile fields of grain, fruit orchards - signs of farming and goodly manual labour. Effect: Increases the Growth of a settlement by 20. Barracks (500 Wealth): Construct fortified defenses in the settlement. Effect: Provides +1 Physical Resistance, +1 Magic Resistance for clan members when they are inside the settlement. Apothecary (400 Wealth): A building enchanted with a powerful aura to support healing magic. Effect: Provides Advantage on any dice rolls to Mend Wound or Cure Disease. Shrine (500 Wealth): Consecrate a Shrine to the patron deity of the settlement. Effect: Gives passive daily Favour to clan members if their faith matches that of the Settlement. Hideout (400 Wealth): A secret speakeasy where ne'er-do-wells can prepare for heists and schemes. Effect: Any disguises for clan members are created with Advantage when inside a settlement with a Hideout. Library (500 Wealth): A library of grand proportion, walls lined with several stories of tomes, books, logs, records and scrolls of various origins, age and content, alongside nooks for study groups. Effect: Provides a passive +10 Learning Points per day for clan members. Inn (700 Wealth): A place of rest and comfort for those visiting the settlement. Effect: Enables Long Rest in the settlement. Payments for Resting go into the Settlement's Wealth. Smithy (300 Wealth): An anvil and forge, with tools for leather and a tanning rack. Perfect for those who forge weapons for fighters, or to make what protects fighters from harm. Effect: Allows the Armorer and Weaponsmith Professions to interact with their Profession. Workshop (300 Wealth): A loom, tools around for making jewellery. Arcane tables, tools for carving wood. Perfect for those who create outfits and jewellery, and for those who create with magic. Effect: Allows the Clothier and Arcanist Professions to interact with their Profession. Refinery (200 Wealth): A kitchen, a brewery for potions and drinks. A place for combining chemical compounds. Effect: Allows the Steward Profession to interact with their Profession in the settlement. Watchtower (600 Wealth): Construct a high vantage point for spotting intruders or threats from afar. Effect: Provides a +2 bonus to Intuition for clan members inside the Settlement. Memospore Conduit (1200 Wealth): An arcane conduit connected to the flow of the Dreamsleeve, allowing public communication across vast distances. Effect: Adds a Memospore Conduit to the settlement, allowing Memospores to be sent from inside. Settlement Crime Settlements can be targeted by Thieves and Bounty Hunters, depending on whether they're legal or illegal. The two roles function mechanically the same: the difference is in flavour. A settlement needs to have more than 300 wealth to be hit. To target a settlement as a Thief or Bounty Hunter, you need to use the option in the Settlement Menu and remain in the Settlement for 20 minutes. You can but do not need to be in Stealth. Every five minutes, your Tested Skill is rolled vs. the Intuition of every other character in the Settlement. After 20 minutes, your Tested Skill is rolled vs a DC of 12. On a success, you steal 100 wealth from the Settlement, converted into 20 Septims. You gain 5 Heat on a success, and 15 Heat on a failure. Some restrictions apply; you cannot target the same Settlement more than twice in the same week, and Settlements cannot be stolen from more than 5 times in a week. Crimes can also be Investigated. The five types of Crime are: Theft / Espionage / Vandalism: Investigated using Security + Lore. Vampire or Werewolf Attack / Grave-robbing: Investigated using Intuition + Lore. Heat & Investigation Committing any Crime adds to a criminal's Heat in a Settlement. Think of Heat as a criminal's level of infamy - the higher it is, the more difficult it is to remain hidden. Anyone can choose to Investigate a Crime, once per day. To do so, you choose a suspect from the Settlement's list, and investigate the crime. This rolls a 2d50-((Security OR Intuition) + Lore) against the suspect's Heat. For every degree of success below the suspect's Heat, you receive a random piece of information about them. If five degrees of success are achieved, the Investigator gains all the available information, including the suspect's Clan Name, allowing for a likely successful pursuit. An Investigator can also combine information from different crimes and types of crime to deduce that multiple suspects are actually the same person. Upon reaching Heat Threshold 6, an Investigator is given the Clan Name of the suspect. They are then allowed to use this information to find the suspect's home: at this stage, they must raise a Narrative Guidance Ticket to let the staff team know their investigation has succeeded. They will then be given 3 map tiles, 1 of which contains the suspect's home, or the exact map tile if they are a Master in Intuition or Security. Heat Thresholds: Level 1 (Petty): 1-10 Heat. Level 2 (Nuisance): 11-20 Heat. Level 3 (Troublesome): 21-30 Heat. Level 4 (Antagonistic): 31-40 Heat. Level 5 (Notorious): 41-50 Heat. Level 6 (Infamous): 51+ Heat. The owner of a Settlement can Review Suspects. Reviewing Suspects allows you to investigate all the crime categories: Theft, Espionage, Vandalism, Vampire / Werewolf Attack, Grave Robbing (Necromancy). You can also Request Assistance, which allows you to request a nearby Character to perform an investigation on your behalf. This can be useful if you are contracting a detective or bounty hunter, for example.
- Birthsigns | Elder Scrolls Chronicles
BIRTHSIGNS WARRIOR THE The first Guardian Constellation, The Warrior protects his charges during their Seasons. The Warrior's own season is Last Seed when his Strength is needed for the harvest. His Charges are the Lady, the Steed, and the Lord. Those born under the sign of the Warrior are skilled with weapons of all kinds, but prone to short tempers. +1 Strength, +1 Resolve MAGE THE A Guardian Constellation whose Season is Rain's Hand when magicka was first used by men. His Charges are the Apprentice, the Atronach, and the Ritual. Those born under the Mage have more magicka and talent for all kinds of spellcasting, but are often arrogant and absent-minded. +1 Intelligence, +1 Intimidation THIEF THE The last Guardian Constellation, and her Season is the darkest month of Evening Star. Her Charges are the Lover, the Shadow, and the Tower. Those born under the sign of the Thief are not typically thieves, though they take risks more often and only rarely come to harm. They will run out of luck eventually, however, and rarely live as long as those born under other signs. +1 Agility, +1 Intuition LADY THE The Lady is one of the Warrior's Charges and her Season is Heartfire. Those born under the sign of the Lady are kind and tolerant. +1 Willpower, +1 Speechcraft APPRENTICE THE The Apprentice's Season is Sun's Height. Those born under the sign of the apprentice have a special affinity for magick of all kinds, but are more vulnerable to magick as well. +1 Willpower, +15 Magicka, -2 Magic Resistance LOVER THE The Lover is one of the Thief's Charges and her season is Sun's Dawn. Those born under the sign of the Lover are graceful and passionate. +1 Personality, +1 Initiative STEED THE The Steed is one of the Warrior's Charges, and her Season is Mid Year. Those born under the sign of the Steed are impatient and always hurrying from one place to another. +1 Endurance, +1 Athletics ATRONACH THE The Atronach (often called the Golem) is one of the Mage's Charges. Its season is Sun's Dusk. Those born under this sign are naturally enduring and resilient against magic. +1 Endurance, +1 Magic Resistance SHADOW THE The Shadow's Season is Second Seed. The Shadow grants those born under her sign the ability to hide in shadows. +1 Agility, +1 Illusion LORD THE The Lord's Season is First Seed and he oversees all of Tamriel during the planting. Those born under the sign of the Lord are stronger and healthier than those born under other signs. +1 Endurance, +1 Faith RITUAL THE The Ritual is one of the Mage's Charges and its Season is Morning Star. Those born under this sign have a natural attunement to the aspects of the moons and the Divines. +1 Willpower, +1 Lore TOWER THE The Tower is one of the Thief's Charges and its Season is Frostfall. Those born under the sign of the Tower have a knack for finding gold and can open locks of all kinds. +1 Endurance, +1 Security SERPENT THE The Serpent wanders about in the sky and has no Season, though its motions are predictable to a degree. No characteristics are common to all who are born under the sign of the Serpent. Those born under this sign are the most blessed and the most cursed. +2 Luck, +1 Fate, +1 Intimidation -2 Endurance, -1 Willpower
- 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.
- 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.
- Altmer | Elder Scrolls Chronicles
ALTMER Overview Stats & Subraces Portrayal -- The Altmer , or High Elves, are the proudest among the Mer or Elves. They're native to the southwestern province of Summerset Isle . Their racial pride is well earned, as most of the cultural heritage of the entirety of Tamriel , including language, art and laws originate from Altmer traditions and customs. As such, they can be found anywhere in Tamriel. They're also known to be the greatest practicioners of magic in all Tamriel, a feat innate to them aided by their long lifespan. Most of the Elven names share similarities thanks to the fact that most modern Mer descend directly from the Altmer. Thus Altmer naming conventions are not too different from their other cousins. Primary Stats +2 Intelligence +1 Lore +1 Faith +10 Magicka -1 Magic Resistance Subraces Alinori Your character is of the Alinori culture, from the mainland island called Alinor within Summerset. Known for their strict adherence to Praxis and ceremony, as well as their elitist attitudes. +1 Speechcraft -1 Lore Auridoni Your character is of the Auridoni culture, from the island called Auridon within Summerset. Known for their seafaring traditions and martial heritage. +1 Agility -1 Intelligence Direnni Your character is of the Direnni, from the island of Balfiera in the Iliac Bay. Separated from the rest of Altmer society long ago, they are known for their diplomatic skills. They do not follow Praxis closely, if at all. +1 Personality +1 Conjuration -1 Intelligence -1 Faith Subrace: Alinori 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. Golden/yellow skin-tone. Elven ears. Encouraged Features: High cheekbones and well-defined brow ridge. Long silver or blonde hair. Yellow or purple eyes. Subrace: Auridoni 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. Golden/yellow skin-tone. Elven ears. Encouraged Features: High cheekbones and well-defined brow ridge. Red, brown or dark blonde hair. Yellow or blue eyes. Subrace: Direnni 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. Golden/yellow skin-tone. Elven ears. Encouraged Features: High cheekbones and well-defined brow ridge. Shorter than average height for Altmer. Smaller ears. Yellow, green or blue eyes. Appearance & Culture Foreign Views The Province of Summerset Religion Altmer value their appearance to extreme degrees in the eyes of every other culture in Tamriel. Their people aspire to perfection, and thus have a very strict set of beauty standards: Tall, slender frame, angular, sharp facial features and big, amber eyes. Rarely one can see hairstyles among the High Elves that aren't long, fair manes ranging different blonde tones. Dark hair is much rarer, and usually frowned upon; anything that doesn't share the golden hues so common among the Altmer is seen as undesirable. Those Altmer that are born with glaring imperfections or deformities are known to be casted out and exiled, to be branded as Hulkynds. Their fashion is merely an extension of their quest for perfection: flowing silk robes of vibrant colors, expensive jewelry and gilded armor of white and gold. Other common colours are greens and blues. Culture The Altmeri culture is a very old, very conservative culture with roots stretching back to times when they were not the Altmer, but the Aldmer . They follow a very strict set of social and philosophical rules: Praxis and Alaxon. Praxis is the act of living in resemblance of the gods, so one day they may join them in the heavens. Those that break Praxis are called apraxics and are socially ousted: no well-meaning praxic Altmer should even speak with them. They must try to repair their reputation and recover their social standing, though most decide that remaining in exile is the lesser evil. Alaxon, or Path to Alaxon, is the state of perfection that every Altmer strives for. The Path is what it takes to achieve such a state. It governs every aspect of Altmer culture, an example being their architecture: a constant process of refinement. As is natural, the Altmeri government and its laws are also highly hierarchical and strict. A monarch rules Summerset with the loyal advice of the College of Sapiarchs , the most important scholarly institution in Summerset. The behaviour of different monarchs, all descendants from a very ancient pre-Merethic era dynasty, is guided by the Scrolls of Praxis. The interpreters of these written precedents are the Sapiarches. Under the monarch, hereditary nobles named kinlords and kinladies hold the different fiefs that compose the Summerset Isles. The Divine Prosecution is an institution with the authority of enforcing secular and religious law, and judge those who infringe upon it. Since the times of the First Aldmeri Dominion , a radical faction of supremacists known as the Thalmor has been growing more and more influential within the institution. Subcultures Among the Altmer, we can distinguish two similar but distinct groups: the Altmer that inhabit the Summerset Isles, whom follow the previously established facts and information about the Altmer people, and The House Direnni. The House Direnni are an aristocratic, merchant clan of Altmer that left the Summerset Isles in the middle Merethic Era to settle in the unexplored continent of Tamriel. They settled in what is now known as Isle of Balfiera and established the Direnni Hegemony . Nowadays, the Direnni are but a pale shadow of their glorious past, almost extinct but still surviving. They enslaved the primitive Nedes , but instead of merely treating them like chattel as did their Ayleid cousins, they taught them magic, their language and customs. Many Direnni took Nedes as concubines, and eventually, a race of half-men, half-mer came to be; today, they are known as the Bretons . The Direnni influence and power waned as the Merethic dominion over Tamriel decreased. The Direnni's customs differ from their Summerset equals. While magic is innate to every Altmer, the Direnni preferred to practice other arts and crafts. They're known as the parents of alchemy and enchanting, as well as masters in the field of conjuration. They're also considered great warriors. Culturally, they share much of their original Summerset origins, but their history with the Nedes and later on, Bretons have made them much more agreeable in the eyes of Men. The Direnni do not follow the strict rules of Praxis, which often puts them at odds with their Alinori cousins. Nowadays, the Direnni are considered open minded, pragmatic and humble for Altmer standards, if reserved. Rarely any Direnni steps out of Balfiera, their numbers dwindling more and more with each decade. Cultural Equivalence & Influences The Altmer are based on the higher spheres of Imperial China: Perfection, rank, hierarchy and etiquette. They also get some inspiration from Victorian British aristocratic society. The Altmer have been the driving force behind the creation of the different iterations of the Aldmeri Dominion : an alliance of Altmer, Bosmer and Khajiit . The First Aldmeri Dominion was created in the middle of the Second Era under the leadership of Queen Ayrenn . It would eventually dissolved before the end of the Interregnum . The Second Aldmeri Dominion would be formed later on, in 2E 830, when the Summerset Isles conquered Valenwood after a dynastical conflict: The heirs of the Camoran Dynasty sought help from the Colovian Estates in exchange for land concessions. This prompted a swift invasion of Valenwood . They then put the Thalmor in charge of the government and administration of the Bosmeri homelands. They drove back the Colovian Estates and continued warring against them over the next years. They also struck alliances with many other factions, including Elsweyr . The Second Dominion would see its demise once the seemingly invincible hosts of Tiber Septim set their eyes on the domains of the Bosmer and Khajiit. Despite the swift defeat of the Wood Elves and Khajiit, the Altmeri fleets were unbeatable until Tiber Septim used the Numidium , a mechanical demigod, to completely overpower the last remnants of the Dominion's might. Soon after, the Summerset Isles would be formally incorporated to the Third Empire as one of its many provinces. Only the holdings of the Direnni in the Isle of Balfiera held a modicum of independence as they were already quite isolated from the rest of the world. The news of the death of the Emperor Uriel V in the Battle of Ionith stirred the otherwise still waters that lie dormant beneath the imperial rule of the Summerset Isle. But for now, the Summerset Isle remains a province of the Third Empire. The Imperial province can be divided in two great regions coinciding with the two islands that compose it. They're located in the southwest of Tamriel's mainland. Summerset Isle : The main and biggest island out of the two. It has a warm climate and idyllic landscapes of forests and mountains. Great amounts of corals paint the shores. The isle contains the capital, Alinor , as well as the great cities of Cloudrest or Sunhold . The isle also used to contain one of the towers of Mundus , the Crystal tower . Auridon : The eastern, smaller island that composes the Summerset Isles. It has a very similar climate and geography to Summerset Isle: beautiful forests and craggy mountains. The island contains the cities of Firsthold , Skywatch , and Vulkhel Guard among others. Religion plays a major part in the everyday life of every single denizen of the Summerset Isles, and even of many of those living outside their ancestors' land. The Altmer live under a very strict and hierarchical society, emulating the gods they venerate. They believe they're descendants from the Aedra , and thus their pantheon is formed by the greatest of them as they aspire to one day shed their mortal coils and ascend to live among the stars. The Altmer venerate the Eight Divines. These are... Auri-El : King of the Aldmer and creator of the mortal plane, deceived by the trickster Lorkhan . Magnus : God of sorcery and designer of the mortal plane. Trinimac : God of war that led the hosts of the Aldmer against the armies of Men . Y'ffre : God of the forests and "the now". Xarxes : God of Ancestry and keeper of knowledge, scribe to Auri-El and ascended to godhood. Mara : Goddess of love and fertility, wife to Auri-El. Stendarr : God of mercy and compassion, apologist of Men and thus a controversial deity among Altmer. Syrabane : God-ancestor of magic, ascended after saving many Altmer during the Thrassian Plague and favourite of many magic apprentices.
- Imperial | Elder Scrolls Chronicles
IMPERIAL Overview Stats & Subraces Portrayal -- Imperials are the well-educated and well-spoken natives of Cyrodiil , the central province of Tamriel . They are most known for their discipline, diplomacy, respect for the law, and the training of their citizen army. Each era is known for which Empire took control over the continent, and the Emperor rules from the Imperial City . Like every race, they have their own unique naming convention . Primary Stats +2 Personality +1 Blocking +1 Slashing +1 Faith Subraces Nibenese Your character is of the Nibenese culture, known for their tattoos, religious customs, and brightly-coloured fashion. +1 Mysticism -1 Slashing Colovian Your character is of the Colovian culture, known for their hardiness, self-reliance, and warrior spirit. +1 Resolve -1 Faith Hakoshae Your character is of the Hakoshae culture, descendants of the Akaviri, known for keeping ancient Tsaesci traditions alive. +1 Lore +1 Dodge -1 Block -1 Faith Subrace: Colovian Required Features: Maximum eye glow of 0.005, Western European or Mediterranean skin-tone / complexion. Encouraged Features: Brown or black hair. Brown eyes. Subrace: Nibenese Required Features: Maximum eye glow of 0.005, Eastern Mediterranean or Indian skin-tone / complexion. Encouraged Features: Brown or black hair. Brown eyes. Facial tattoos. Subrace: Hakoshae Required Features: Maximum eye glow of 0.005, East Asian skin-tone / complexion. Encouraged Features: Black, straight hair. Amber / yellow eyes. Monolid eyes. Appearance & Culture Foreign Views The Province of Cyrodiil Religion The defining feature of the Imperial Culture is their cosmopolitan nature. Emperor Tiber Septim , who founded the Third Empire around 400 years ago, took elements from Akavir , Colovia , Nibenay , and even High Rock and merged them together to make what Cyrodiil is today. Though there are still bigots, most Imperials are the least racist of all the races and are known for their civility and meritocracy. Their skin and hair color varies depending on their subculture, but as a Race of Man they appear entirely human. Many of their buildings are made using limestone, though the architecture of each city is greatly influenced by the Province closest to it while the Imperial City itself is an ancient and Ayleid . Unlike their architecture, their food is seen as straightforward. Imperials believe Aetherious is Heaven, a plane of pure Magicka and the seat of the Nine Divines . They bury all of their dead, with their graveyards and burial sites becoming frequent picking grounds for Necromancers . Subcultures There are three known sub-cultures of Imperials; Colovians , Nibenese , and Cyro-Akaviri, also known as Rim-Men . Colovians are from the Western half of Cyrodiil and are heavily influenced by their Nordic Roots. They possess the 'Frontier Spirit' of their ancestors and live a simple life of heartiness and religious fervor. They refer to Shezzar as "Shor." . They enjoy wearing fur pelts, pointed helms, and martial attire. Colovians are on the paler side of Imperials with lighter hair and eye colors. Nibenese are from the Eastern half of Cyrodiil, with a subsect located in the very center known as Heartlanders . Descended from the ancient Nedes , they dress for gaudy fashion rather than functional clothes. They embrace a love of philosophy and their historical origins, seen through their colorful tapestries, elaborate ceremonies, and unique tattoos that reflect their religion, politics, lifestyle, etc. They are also known for their battlemages and are on the darker spectrum of Imperials with olive complexion, dark hair, and dark eyes. Cyro-Akaviri are Imperials who are descended from the Tsaesci that served the Second Empire. After the start of the Interregnum , more than 800 years ago, many fled to Elsweyr . They are heavily influenced, in appearance and culture, by the Akaviri . Cultural Equivalence & Influences Imperials share many similarities with the Roman Empire overall, both in culture, the Legion , and clothing. The Nibenese are heavily influenced by Greek and early Italic people while the Colovians are closer to Slavic people regarding the names of their cities and language, and Iberian in their architecture. Those descended from Akaviri represent several different cultures; their appearance is East Asian, their clothing and weapons are feudal Japanese, and their culture is heavily influenced by Ancient Chinese. The General Tiber Septim , under the name of Talos, led a campaign of conquest in the name of the King of Falkreath, Cuhlecain . After his king's demise, Tiber Septim continued and finished his campaign, unifying the entirety of Tamriel under his banner after last redoubts of resistance in the Summerset Isles were subjugated with the use of the Numidium in 2E 854. He then would be known as Emperor Tiber Septim and ascend to godhood as Talos, the Ninth Divine. What followed were almost three centuries of relative stability within the Imperial Provinces, with a few exceptions like the bloody War of the Red Diamond between Queen Potema, the Wolf-Queen of Solitude, and the empress Kintyra II. The Empire lost and won land back and forth, with the exception of the defeat of the Elven empress Katariah , who led a punitive campaign against the provice of Black Marsh that resulted in the death of the empress and the secession of the land of the Argonians in 3E 200. The most recent important event was the invasion of Akavir by the emperor Uriel V , in 3E 268. The preparations lasted for two decades until 3E 288, when the invasion was launched. At first it was a great success, the imperial hosts capturing two cities which would be renamed to Septimia and Ionith . Uriel V's plans would be foiled, however, with the Battle of Ionith in 3E 290 when the Emperor was ambushed and decided to hold off the Tsaesci forces along with a small cohost to allow the rest of his army to retreat, dying a heroic death. Now, some 200 years later, Uriel VII stands as the emperor of the land following the defeat of Jagar Tharn . A rather unpopular emperor but he is quite skilled. He stands to lead the Empire to further greatness. The home of the Imperial race covers several regions of various biomes; The Nibenay Basin The Great Forest The Colovian Highlands The West Weald The Gold Coast The Jerall Mountains The Valus Mountains Blackwood It is split between 10 City-States; Anvil is an important but lawless port city that declared its independence 100 years ago. Bravil is a traditional Nibenese city still loyal to what remains of the Empire and overseen by a Mayor. Bruma is far to the north, perpetually covered in snow and influenced greatly by its Nordic neighbors. Cheydinhal is the youngest and smallest city, located far to the east. Chorrol is a focal point for merchants and trading. The Imperial City is the heart of every empire as well as Cyrodiil proper. Originally built by Ayleids, the White-Gold Tower marks the iconic center of the city, where the emperor rules. Kvatch is home to the Order of the Hour and is one of the oldest cities. Leyawiin is located in a swampy area and credited with the creation of the Imperial Bear Cavalry . It remains a chokehold for large vessels trying to travel up the Nibenay River . Skingrad is known as the "Gem of Old Colovia," representing the virtues and values of Colovians. Its vineyards are heralded for the best wines in the region. Sutch is the largest city and trade center in Cyrodiil, second only to the capital. The Imperial Cult is the main religion in Cyrodiil. It consists of The Nine Divines , also known as Aedra and Shezzar , the Missing God. Other deities that are considered part of the Imperial Cult are Reman, The Cyrodiil , a cultural god-hero, and Morihaus , the lover of Saint Alessia and son of Kynareth. The latest addition to the Imperial pantheon was Talos , the hero-god that founded the Third Empire. Akatosh the Dragon God of Time and chieftain of the Divines. 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. Kynareth the Goddess of the Heavens, Winds, Sea, and Rain. Mara the Goddess of Love, Fertility, and Agriculture. Stendarr the God of Mercy and Justice. Zenithar the God of Honest Work, Commerce, and Wealth. Talos the God of Mankind. The Imperial Saints are pious individuals venerated by the Imperial Cult. They are believed to be blessed by the Divines with a second sight to see the world differently. They are buried in graves in Green Emperor Way . Saint Alessia , Patron Saint of Humanity. Saint Balyna , Patron Saint of Mara. Saint Coellicia , Patron Saint of Martyrdom. Saint Jahn, known by the plant St. Jahn's Wort . Saint Kaladas the Architect , Patron Saint of Zenithar. Saint Pelinal Whitestrake , the Divine Crusader. Saint Topal the Pilot , Patron Saint of Leyawiin and the first known Aldmer to explore Tamriel. Imperials have a history of restricting, and even banning, any faith that isn't the Divines . Despite this, there are several cults outside of this popular pantheon. Daedric Princes are controversial, though despite this, they aren't banned in Cyrodiil due to the Charter Act with the Mages Guild allowing them to summon daedra . The Colovians, known for being especially loyal to the Divines, hate the daedra and their worshipers while the Nibenese are far more inclined to worship them. Sethiete , also called 'Seth,' is worshiped across Tamriel. Several faiths were banned after the Alessian Rebellion , falling out of favor even well into the Second and Third Empire. Magnus is recognized as an Aedra, but he is not worshiped because, "Though He gave much, He did not give all." His gift of magic is considered a dubious contribution. Y'ffre . Sheor . Phynaster is considered heretical and still prohibited. Sithis , despite being recognized across Tamriel, isn't publicly worshiped, save by assassin guilds.
