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* LooksLikeCesare: The in-game [[https://cdn.chroniclesofelyria.com/images/web_v3/2018/Blogs/1-26-18_Update/images/Chronicles-of-Elyria_Pre-Alpha_Dras_Target_side-by-side.jpg concept model]] make a the Dras look like a tribe of Cesare clones, being tall, thin, and lanky (6'4" and 150 lbs) with long limbs, pale skin, and scraggly, stringy black hair.

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* LooksLikeCesare: The Their in-game [[https://cdn.chroniclesofelyria.com/images/web_v3/2018/Blogs/1-26-18_Update/images/Chronicles-of-Elyria_Pre-Alpha_Dras_Target_side-by-side.jpg concept model]] make a the Dras look like a tribe of Cesare clones, being tall, thin, and lanky (6'4" and 150 lbs) with long limbs, pale skin, sunken eyes, and scraggly, stringy black hair.



* [[{{Reincarnation}} Reincarnation]]: A prominent part of the character progression mechanics, as characters will eventually succumb to either old age or a violent death. Their soul is then taken to the Soul Chamber of the AkashicRecords, where they pick a new body to reincarnate in; most often, their offspring. A character will receive bonuses to training skills that their past lives trained, and these bonuses stack with each life. However, this will have diminishing returns for skills only trained in distant lives instead of more recently.

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* [[{{Reincarnation}} Reincarnation]]: {{Reincarnation}}: A prominent part of the character progression mechanics, as characters will eventually succumb to either old age or a violent death. Their soul is then taken to the Soul Chamber of the AkashicRecords, where they pick a new body to reincarnate in; most often, their offspring. A character will receive bonuses to training skills that their past lives trained, and these bonuses stack with each life. However, this will have diminishing returns for skills only trained in distant lives instead of more recently.



* YourSoulIsMine: The Janoa believe all things have spirit within, and that by drinking the spirit of the things they kill, they can grow stronger.

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* YourSoulIsMine: The Janoa believe all things have spirit within, within them, and that by drinking the spirit of eating the things they kill, they can absorb their spirits and grow stronger.
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* CantHoldHisLiqour: The Brudvir, due to their reduced poison tolerance, are much easier to get drunk than any other race.

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* CantHoldHisLiqour: CantHoldHisLiquor: The Brudvir, due to their reduced poison tolerance, are much easier to get drunk than any other race.

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* CantHoldHisLiqour: The Brudvir, due to their reduced poison tolerance, are much easier to get drunk than any other race.




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* YourSoulIsMine: The Janoa believe all things have spirit within, and that by drinking the spirit of the things they kill, they can grow stronger.
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* LooksLikeCesare: The in-game [[https://cdn.chroniclesofelyria.com/images/web_v3/2018/Blogs/1-26-18_Update/images/Chronicles-of-Elyria_Pre-Alpha_Dras_Target_side-by-side.jpg concept model]] make a the Dras look like a tribe of Cesare clones.

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* LooksLikeCesare: The in-game [[https://cdn.chroniclesofelyria.com/images/web_v3/2018/Blogs/1-26-18_Update/images/Chronicles-of-Elyria_Pre-Alpha_Dras_Target_side-by-side.jpg concept model]] make a the Dras look like a tribe of Cesare clones.clones, being tall, thin, and lanky (6'4" and 150 lbs) with long limbs, pale skin, and scraggly, stringy black hair.
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* ElectiveMonarchy: The Neran and the Dras, in cases where the ruler dies with no heirs, will hold an election amongst the aristocracy to determine their new ruler. With the Neran it's a straightforward election where whoever gets the most votes becomes king (or queen), but for the Dras, there's a twist. In their electing, they vote for whoever they ''least'' want to become the new ruler and whoever gets the least votes becomes the new king/queen. This is to ensure that the most balanced and least partisan ruler is chosen.

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* MalignedMixedMarriage: The Waerd, who are about as close as you can get to a hive mind while having everyone be an individual, heavily frown on romance and childbearing between one of their own and someone of another tribe, with the nobles and aristocracy outright calling it heresy.



* NeverGetsDrunk: The Dras, due to their complete poison immunity, are extremely hard to get drunk.

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* NeverGetsDrunk: The Dras, due to their complete high resistance to poison immunity, and the fact that they can drink tainted water with no ill effect, are extremely hard to get drunk.
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* LooksLikeCesare: The in-game [[https://cdn.chroniclesofelyria.com/images/web_v3/2018/Blogs/1-26-18_Update/images/Chronicles-of-Elyria_Pre-Alpha_Dras_Target_side-by-side.jpg concept model]] make a the Dras look like a tribe of Cesare clones.
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* EeriePaleSkinnedBrunette: The Dras have met black hair and extremely pallid white skin, which gives them a zombie-esque appearance which, combined with their swamp homeland, gives them a creepy vibe. They're not particularly evil or aggressive, though, just creepy looking.

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* EeriePaleSkinnedBrunette: The Dras have met jet black hair and extremely pallid white skin, which that gives them a zombie-esque appearance which, combined with their swamp homeland, gives them a creepy vibe. They're not particularly evil or aggressive, though, just creepy looking.
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* CreepyPaleSkinnedBrunette: The Dras have met black hair and extremely pallid white skin, which gives them a zombie-esque appearance which, combined with their swamp homeland, gives them a creepy vibe. They're not particularly evil or aggressive, though, just creepy looking.

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* CreepyPaleSkinnedBrunette: EeriePaleSkinnedBrunette: The Dras have met black hair and extremely pallid white skin, which gives them a zombie-esque appearance which, combined with their swamp homeland, gives them a creepy vibe. They're not particularly evil or aggressive, though, just creepy looking.

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Add tropes about the Dras


* CreepyPaleSkinnedBrunette: The Dras have met black hair and extremely pallid white skin, which gives them a zombie-esque appearance which, combined with their swamp homeland, gives them a creepy vibe. They're not particularly evil or aggressive, though, just creepy looking.



* NeverGetsDrunk: The Dras, due to their complete poison immunity, are extremely hard to get drunk.




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* WeakenedByTheLight: The Dras are weak to sunlight, due to the fact that they are adapted to their homeland's poorly lit swamps. Being in direct sunlight too long causes sunburn that can quickly become wounds if they don't get out of the sun.
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''Chronicles of Elyria'' is a VaporWare fantasy MassivelyMultiplayerOnlineRoleplayingGame developed by Soulbound Studios. Initially announced in late 2014, the development team began a successful Kickstarter that ended on June 3rd, 2016, and can be found [[https://www.kickstarter.com/projects/soulboundstudios/chronicles-of-elyria-epic-story-mmorpg-with-aging here]]. Pledges continued through an online store that the developers set up, and Chronicles of Elyria has so far raised more than 4 million dollars in total. Current estimates have the full game being released in late 2019.

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''Chronicles of Elyria'' is a VaporWare fantasy MassivelyMultiplayerOnlineRoleplayingGame developed by Soulbound Studios.Studios - though for vaporware, the developers are being awfully up-front with updates and information. Initially announced in late 2014, the development team began a successful Kickstarter that ended on June 3rd, 2016, and can be found [[https://www.kickstarter.com/projects/soulboundstudios/chronicles-of-elyria-epic-story-mmorpg-with-aging here]]. Pledges continued through an online store that the developers set up, and Chronicles of Elyria has so far raised more than 4 million dollars in total. Current estimates have the full game being released in late 2019.
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''Chronicles of Elyria'' is a VaporWare fantasy MassivelyMultiplayerOnlineRoleplayingGame developed by Soulbound Studios. Initially announced in late 2014, the development team began a successful Kickstarter that ended on June 3rd, 2016, and can be found [[https://www.kickstarter.com/projects/soulboundstudios/chronicles-of-elyria-epic-story-mmorpg-with-aging here]]. Pledges continued through an online store that the developers set up, and Chronicles of Elyria has so far raised more than 3 million dollars in total.

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''Chronicles of Elyria'' is a VaporWare fantasy MassivelyMultiplayerOnlineRoleplayingGame developed by Soulbound Studios. Initially announced in late 2014, the development team began a successful Kickstarter that ended on June 3rd, 2016, and can be found [[https://www.kickstarter.com/projects/soulboundstudios/chronicles-of-elyria-epic-story-mmorpg-with-aging here]]. Pledges continued through an online store that the developers set up, and Chronicles of Elyria has so far raised more than 3 4 million dollars in total.
total. Current estimates have the full game being released in late 2019.
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fixed some typos


* AndManGrewProud: Chronicles of Elyria takes place thousands of years after an enigmatic apocalypse split the world into three planes of existance: Haven, New Elyria, and Karcion. However, the details of said apocalypse are unknown, and the various religions of Elyria have different interpretations. The Qindred believe that Elyria was split in a magical conflagration known as The Burning, while the Vitori believe that the split occured after a great war between the Gods that ended with both the Virtues (good deities) and Vices (evil deities) being sealed away in different planes, the former sealed in Haven, and the latter in Karcion.

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* AndManGrewProud: Chronicles of Elyria takes place thousands of years after an enigmatic apocalypse split the world into three planes of existance: Haven, New Elyria, and Karcion. However, the details of said apocalypse are unknown, and the various religions of Elyria have different interpretations. The Qindred believe that Elyria was split in a magical conflagration known as The Burning, while the Vitori believe that the split occured occurred after a great war between the Gods that ended with both the Virtues (good deities) and Vices (evil deities) being sealed away in different planes, the former sealed in Haven, and the latter in Karcion.



* OurDwarvesAreAllTheSame: The Hrothi fit the sterotypical dwarf almost to a t- they are shorter than humans yet have large upper body muscle mass, live under or near mountains, and are master miners, blacksmiths, and masons. However, they are not especially bearded, and do not have a norse or germanic theme.

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* OurDwarvesAreAllTheSame: The Hrothi fit the sterotypical stereotypical dwarf almost to a t- T -- they are shorter than humans yet have large upper body muscle mass, live under or near mountains, and are master miners, blacksmiths, and masons. However, they are not especially bearded, and do not have a norse Norse or germanic Germanic theme.
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''Chronicles of Elyria'' is an upcoming fantasy MassivelyMultiplayerOnlineRoleplayingGame developed by Soulbound Studios. Initially announced in late 2014, the development team began a successful Kickstarter that ended on June 3rd, 2016, and can be found [[https://www.kickstarter.com/projects/soulboundstudios/chronicles-of-elyria-epic-story-mmorpg-with-aging here]]. Pledges continued through an online store that the developers set up, and Chronicles of Elyria has so far raised more than 3 million dollars in total.

to:

''Chronicles of Elyria'' is an upcoming a VaporWare fantasy MassivelyMultiplayerOnlineRoleplayingGame developed by Soulbound Studios. Initially announced in late 2014, the development team began a successful Kickstarter that ended on June 3rd, 2016, and can be found [[https://www.kickstarter.com/projects/soulboundstudios/chronicles-of-elyria-epic-story-mmorpg-with-aging here]]. Pledges continued through an online store that the developers set up, and Chronicles of Elyria has so far raised more than 3 million dollars in total.
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In addition, the game will boast an economy more intricate than EveOnline, depending on resource collection and crafting. A flexible contract system will allow for unique professions that players could adopt, mirroring the flexibility of real life contracts. A player character does not have to be an adventurer, as activities such as farming, mining, crafting, trade, research, management, and invention are just as integral to keep the game world functioning.

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In addition, the game will boast an economy more intricate than EveOnline, VideoGame/EveOnline, depending on resource collection and crafting. A flexible contract system will allow for unique professions that players could adopt, mirroring the flexibility of real life contracts. A player character does not have to be an adventurer, as activities such as farming, mining, crafting, trade, research, management, and invention are just as integral to keep the game world functioning.
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* MoralityKitchenSink: Due to the realistic feel of the game, players could be paragons of virtue, exemplars of evil, or just in between. Most intriguingly with the Soulborn Engine, moral decisions made by the player early in the game may effect opportunities later, making a slippery slope into evil very possible.

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* MoralityKitchenSink: Due to the realistic feel of the game, players could be paragons of virtue, exemplars of evil, or just in between. Most intriguingly with the Soulborn Engine, moral decisions made by the player early in the game may effect affect opportunities later, making a slippery slope into evil very possible.
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* MoralityKitchenSink: Due to the realistic feel of the game, players could be paragons of virtue, exemplars of evil, or just in between.

to:

* MoralityKitchenSink: Due to the realistic feel of the game, players could be paragons of virtue, exemplars of evil, or just in between. Most intriguingly with the Soulborn Engine, moral decisions made by the player early in the game may effect opportunities later, making a slippery slope into evil very possible.
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None


* Reincarnation: A prominent part of the character progression mechanics, as characters will eventually succumb to either old age or a violent death. Their soul is then taken to the Soul Chamber of the AkashicRecords, where they pick a new body to reincarnate in; most often, their offspring. A character will receive bonuses to training skills that their past lives trained, and these bonuses stack with each life. However, this will have diminishing returns for skills only trained in distant lives instead of more recently.

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* Reincarnation: [[{{Reincarnation}} Reincarnation]]: A prominent part of the character progression mechanics, as characters will eventually succumb to either old age or a violent death. Their soul is then taken to the Soul Chamber of the AkashicRecords, where they pick a new body to reincarnate in; most often, their offspring. A character will receive bonuses to training skills that their past lives trained, and these bonuses stack with each life. However, this will have diminishing returns for skills only trained in distant lives instead of more recently.
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* AIGeneratedEconomy: As 70% of the characters on a server will be NPCs, much of the economy will depend upon NPC crafting and resource gathering.

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* AIGeneratedEconomy: As 70% of the characters on a server will be NPCs, [[NonPlayerCharacter NPCs]], much of the economy will depend upon NPC crafting and resource gathering.



* AnyoneCanDie: Due to the constantly progressing story and evolving game world, NPCs and players are equally killable. PVP is possible anywhere, but unwarranted murder will have nasty consequences.

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* AnyoneCanDie: Due to the constantly progressing story and evolving game world, NPCs [[NonPlayerCharacter NPCs]] and players are equally killable. PVP is possible anywhere, but unwarranted murder will have nasty consequences.



* PerpetuallyStatic: Averted to hell and back. The game world is driven by the actions of the players and NPCs, each quest is uniquely generated by the game engine for a player and is only available once, and [[AnyoneCanDie every character is killable.]]

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* PerpetuallyStatic: Averted to hell and back. The game world is driven by the actions of the players and NPCs, [[NonPlayerCharacter NPCs]], each quest is uniquely generated by the game engine for a player and is only available once, and [[AnyoneCanDie every character is killable.]]
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Added more tropes

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* AndManGrewProud: Chronicles of Elyria takes place thousands of years after an enigmatic apocalypse split the world into three planes of existance: Haven, New Elyria, and Karcion. However, the details of said apocalypse are unknown, and the various religions of Elyria have different interpretations. The Qindred believe that Elyria was split in a magical conflagration known as The Burning, while the Vitori believe that the split occured after a great war between the Gods that ended with both the Virtues (good deities) and Vices (evil deities) being sealed away in different planes, the former sealed in Haven, and the latter in Karcion.


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* TheBeforetimes: The Qindred refer to the time before the splitting of Elyria as "antepyrovian," as they believe that the world was split in a great fire. This term is also extended to the inhabitants of pre-Burning Elyria.


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* TheMagicComesBack: Chronicles Of Elyria's plot is kicked off by the awakening of an Antepyrovian - an inhabitant of Old Elyria, before the apocalypse that split the world. The developers have also confirmed that magic, while currently a myth, will become more prevalent in the world over time.


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* MedievalStasis: Averted. While the game starts off at a Dark Age level of technology, players and NPC crafters will be able to contribute to research and discover new knowledge and patterns for items over time, and the developers have suggested that causing an industrial revolution and developing steam technology by the end of the ten-year story is entirely possible.
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* Reincarnation: A prominent part of the character progression mechanics, as characters will eventually succumb to either old age or a violent death. Their soul is then taken to the Soul Chamber of the Akashkic Records, where they pick a new body to reincarnate in; most often, their offspring. A character will receive bonuses to training skills that their past lives trained, and these bonuses stack with each life. However, this will have diminishing returns for skills only trained in distant lives instead of more recently.

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* Reincarnation: A prominent part of the character progression mechanics, as characters will eventually succumb to either old age or a violent death. Their soul is then taken to the Soul Chamber of the Akashkic Records, AkashicRecords, where they pick a new body to reincarnate in; most often, their offspring. A character will receive bonuses to training skills that their past lives trained, and these bonuses stack with each life. However, this will have diminishing returns for skills only trained in distant lives instead of more recently.
Is there an issue? Send a MessageReason:
None


* Reincarnation: A prominent part of the character progression mechanics, as characters will eventually succumb to either old age or a violent death. Their soul is then taken to the Soul Chamber of the Ashkakic Records, where they pick a new body to reincarnate in; most often, their offspring. A character will receive bonuses to training skills that their past lives trained, and these bonuses stack with each life. However, this will have diminishing returns for skills only trained in distant lives instead of more recently.

to:

* Reincarnation: A prominent part of the character progression mechanics, as characters will eventually succumb to either old age or a violent death. Their soul is then taken to the Soul Chamber of the Ashkakic Akashkic Records, where they pick a new body to reincarnate in; most often, their offspring. A character will receive bonuses to training skills that their past lives trained, and these bonuses stack with each life. However, this will have diminishing returns for skills only trained in distant lives instead of more recently.
Is there an issue? Send a MessageReason:
None


* Reincarnation: A prominent part of the character progression mechanics, as characters will eventually succumb to either old age or a violent death. Their soul is then taken to the Soul Chamber of the Ashkaic Records, where they pick a new body to reincarnate in; most often, their offspring. A character will receive bonuses to training skills that their past lives trained, and these bonuses stack with each life. However, this will have diminishing returns for skills only trained in distant lives instead of more recently.

to:

* Reincarnation: A prominent part of the character progression mechanics, as characters will eventually succumb to either old age or a violent death. Their soul is then taken to the Soul Chamber of the Ashkaic Ashkakic Records, where they pick a new body to reincarnate in; most often, their offspring. A character will receive bonuses to training skills that their past lives trained, and these bonuses stack with each life. However, this will have diminishing returns for skills only trained in distant lives instead of more recently.
Is there an issue? Send a MessageReason:
Fixed formatting


* PlayerGeneratedEconomy: Just as in VideoGame/EveOnline, every good will have to be crafted from scratch. Occasionally Downplayed as NPCs will make up 70% of all characters on a server and therefore will do the majority of the work.

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* PlayerGeneratedEconomy: Just as in VideoGame/EveOnline, every good will have to be crafted from scratch. Occasionally Downplayed as NPCs [[NonPlayerCharacter NPCs]] will make up 70% of all characters on a server and therefore will do the majority of the work.

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Incorporated feedback.


Players play as souls that reincarnate into new bodies, while preserving a portion of the talent that the previous incarnation possessed. Chronicles of Elyria is notable for deliberately averting most of the tropes of the MMORPG genre, especially PerpetuallyStatic and DeathIsASlapOnTheWrist. A player's character ages over time, eventually perishing and forcing the player's soul to reincarnate in another body. This can be hastened by the player's character suffering grievous injuries, forcing its soul to journey through the [[SpiritWorld Astral Plane]] back to its body, its connection to said body becoming weaker every time a player is forced to "Spirit Walk." [[NonPlayerCharacter Non-player Characters]], far from being glorified quest givers, live their own lives and contribute to the economy just like players, the only difference being them being controlled by an AI, and yes, they are just as killable as players. Players can form families by marrying other players or NPCs, and can reincarnate as their offspring. Instead of fixed quests that only change with an update, the Soulborn Engine powering the game will generate tailored quests for each character that can be completed by the player, as well as one-time main quests that permanently advance the story in an aversion of [[PerpetuallyStatic sterotypical MMO stasis]]. Chronicles of Elyria lacks a class system, instead using a flexible skill system, and, due to the game's soul mechanics, a character will receive bonuses to training skills that their previous incarnations trained. In addition, the game will boast an economy more intricate than EveOnline, depending on resource collection and crafting. A flexible contract system will allow for unique professions that players could adopt, mirroring the flexibility of real life contracts. A player character does not have to be an adventurer, as activities such as farming, mining, crafting, trade, research, management, and invention are just as integral to keep the game world functioning. The game world will be hundreds of kilometers in length and width, featuring fully-fleshed out ecosystems and biomes that can change due to over-exploitation. Instead of standard Tolkienesque races, the world is populated by twelve Tribes, divergent human subspecies that originated from the evolutionary pressures of the biome that they made home. While these features seem to be sandbox-oriented, the game will have a scripted 10-year long story driven by player and NPC actions as well as detailed lore. Finally, the world is divided into various political entities, from large kingdoms to the humble town or barony, and playing as a member of the nobility adds elements of ConstructionAndManagementGames to the gameplay. There also will exist independent player organizations such as guilds, which often will have a specific economic role rather than just being groups for organizing raids. The main website of Chronicles of Elyria can be found [[https://chroniclesofelyria.com/ here]].

to:

Players play as souls that reincarnate into new bodies, while preserving a portion of the talent that the previous incarnation possessed. Chronicles of Elyria is notable for deliberately averting most of the tropes of the MMORPG genre, especially PerpetuallyStatic and DeathIsASlapOnTheWrist.

A player's character ages over time, eventually perishing and forcing the player's soul to reincarnate in another body. This can be hastened by the player's character suffering grievous injuries, forcing its soul to journey through the [[SpiritWorld Astral Plane]] back to its body, its connection to said body becoming weaker every time a player is forced to "Spirit Walk." [[NonPlayerCharacter Non-player Characters]], far from being glorified quest givers, live their own lives and contribute to the economy just like players, the only difference being them being controlled by an AI, and yes, they are just as killable as players.

Players can form families by marrying other players or NPCs, [[NonPlayerCharacter NPCs]], and can reincarnate as their offspring. Instead of fixed quests that only change with an update, the Soulborn Engine powering the game will generate tailored quests for each character that can be completed by the player, as well as one-time main quests that permanently advance the story in an aversion of [[PerpetuallyStatic sterotypical MMO stasis]].

Chronicles of Elyria lacks a class system, instead using a flexible skill system, and, due to the game's soul mechanics, a character will receive bonuses to training skills that their previous incarnations trained. trained.

In addition, the game will boast an economy more intricate than EveOnline, depending on resource collection and crafting. A flexible contract system will allow for unique professions that players could adopt, mirroring the flexibility of real life contracts. A player character does not have to be an adventurer, as activities such as farming, mining, crafting, trade, research, management, and invention are just as integral to keep the game world functioning.

The game world will be hundreds of kilometers in length and width, featuring fully-fleshed out ecosystems and biomes that can change due to over-exploitation. Instead of standard Tolkienesque races, the The world is populated by twelve Tribes, divergent human subspecies that originated from the evolutionary pressures of the biome that they made home. While some Tribes are incarnations of standard fantasy races such as dwarves, gnomes, etc., others are unique to the game.

While
these features seem to be sandbox-oriented, the game will have a scripted 10-year long story driven by player and NPC actions as well as detailed lore. lore.

Finally, the world is divided into various political entities, from large kingdoms to the humble town or barony, and playing as a member of the nobility adds elements of ConstructionAndManagementGames to the gameplay. There also will exist independent player organizations such as guilds, which often will have schools, and associations, the former having a specific economic role rather than just being groups for organizing raids. The main website of Chronicles of Elyria can be found [[https://chroniclesofelyria.com/ here]].



* MassiveRaceSelection: There are twelve Tribes, human subspecies that act as races, to choose from, each with their own culture and traits: the [[HumansByAnyOtherName Neran]], [[OurDwarvesAreAllTheSame Hrothi]], Brudvir, [[OurGnomesAreWeirder Kypiq]], [[OurElvesAreBetter Janoa]], Dras, The Waerd, To'resk, Mydarri, Owem, Erishé, and [[OurGiantsAreBigger Yoru]]. However, the last four will not be found on the starting continent and will therefore be unplayable at launch. They will have to be discovered by the other eight races, or, in the case of the Mydarri, discover the eight races themselves.

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* MassiveRaceSelection: There are twelve Tribes, human subspecies that act as races, to choose from, each with their own culture and traits: the [[HumansByAnyOtherName Neran]], [[OurDwarvesAreAllTheSame Hrothi]], Brudvir, [[OurGnomesAreWeirder Kypiq]], [[OurElvesAreBetter Janoa]], Dras, The Waerd, To'resk, Mydarri, Owem, Erishé, and [[OurGiantsAreBigger Yoru]]. However, the last four Tribes will not be found on the starting continent and will therefore be unplayable at launch. They will have to discover or be discovered by the other eight races, or, in the case of the Mydarri, discover the eight races themselves.players before characters using them could be made.



* Reincarnation: A prominent part of the character progression mechanics, as characters will eventually succumb to either old age or a violent death. Their soul is then taken to the Soul Chamber of the Ashkaic Records, where they pick a new body to reincarnate in; most often, their offspring. A character will receive bonuses to training skills that their past lives trained, and these bonuses stack with each life.

to:

* Reincarnation: A prominent part of the character progression mechanics, as characters will eventually succumb to either old age or a violent death. Their soul is then taken to the Soul Chamber of the Ashkaic Records, where they pick a new body to reincarnate in; most often, their offspring. A character will receive bonuses to training skills that their past lives trained, and these bonuses stack with each life. However, this will have diminishing returns for skills only trained in distant lives instead of more recently.
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None
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* OurDwarvesAreBetter: The Hrothi fit the sterotypical dwarf almost to a t- they are shorter than humans yet have large upper body muscle mass, live under or near mountains, and are master miners, blacksmiths, and masons. However, they are not especially bearded, and do not have a norse or germanic theme.

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* OurDwarvesAreBetter: OurDwarvesAreAllTheSame: The Hrothi fit the sterotypical dwarf almost to a t- they are shorter than humans yet have large upper body muscle mass, live under or near mountains, and are master miners, blacksmiths, and masons. However, they are not especially bearded, and do not have a norse or germanic theme.

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Added two important tropes



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* Reincarnation: A prominent part of the character progression mechanics, as characters will eventually succumb to either old age or a violent death. Their soul is then taken to the Soul Chamber of the Ashkaic Records, where they pick a new body to reincarnate in; most often, their offspring. A character will receive bonuses to training skills that their past lives trained, and these bonuses stack with each life.
* SpiritWorld: The Astral Plane is a realm connecting the various other planes of existence. When a character experiences a coup de grace, their spirit is catapulted into the Astral Plane and is forced to navigate their way back to their body within a time limit, or their character [[FinalDeath dies for good]] and the spirit is forced to reincarnate.
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Created the Page, will add more later

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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/chronicles.jpg]]
''Chronicles of Elyria'' is an upcoming fantasy MassivelyMultiplayerOnlineRoleplayingGame developed by Soulbound Studios. Initially announced in late 2014, the development team began a successful Kickstarter that ended on June 3rd, 2016, and can be found [[https://www.kickstarter.com/projects/soulboundstudios/chronicles-of-elyria-epic-story-mmorpg-with-aging here]]. Pledges continued through an online store that the developers set up, and Chronicles of Elyria has so far raised more than 3 million dollars in total.

Players play as souls that reincarnate into new bodies, while preserving a portion of the talent that the previous incarnation possessed. Chronicles of Elyria is notable for deliberately averting most of the tropes of the MMORPG genre, especially PerpetuallyStatic and DeathIsASlapOnTheWrist. A player's character ages over time, eventually perishing and forcing the player's soul to reincarnate in another body. This can be hastened by the player's character suffering grievous injuries, forcing its soul to journey through the [[SpiritWorld Astral Plane]] back to its body, its connection to said body becoming weaker every time a player is forced to "Spirit Walk." [[NonPlayerCharacter Non-player Characters]], far from being glorified quest givers, live their own lives and contribute to the economy just like players, the only difference being them being controlled by an AI, and yes, they are just as killable as players. Players can form families by marrying other players or NPCs, and can reincarnate as their offspring. Instead of fixed quests that only change with an update, the Soulborn Engine powering the game will generate tailored quests for each character that can be completed by the player, as well as one-time main quests that permanently advance the story in an aversion of [[PerpetuallyStatic sterotypical MMO stasis]]. Chronicles of Elyria lacks a class system, instead using a flexible skill system, and, due to the game's soul mechanics, a character will receive bonuses to training skills that their previous incarnations trained. In addition, the game will boast an economy more intricate than EveOnline, depending on resource collection and crafting. A flexible contract system will allow for unique professions that players could adopt, mirroring the flexibility of real life contracts. A player character does not have to be an adventurer, as activities such as farming, mining, crafting, trade, research, management, and invention are just as integral to keep the game world functioning. The game world will be hundreds of kilometers in length and width, featuring fully-fleshed out ecosystems and biomes that can change due to over-exploitation. Instead of standard Tolkienesque races, the world is populated by twelve Tribes, divergent human subspecies that originated from the evolutionary pressures of the biome that they made home. While these features seem to be sandbox-oriented, the game will have a scripted 10-year long story driven by player and NPC actions as well as detailed lore. Finally, the world is divided into various political entities, from large kingdoms to the humble town or barony, and playing as a member of the nobility adds elements of ConstructionAndManagementGames to the gameplay. There also will exist independent player organizations such as guilds, which often will have a specific economic role rather than just being groups for organizing raids. The main website of Chronicles of Elyria can be found [[https://chroniclesofelyria.com/ here]].

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!!Chronicles of Elyria contains examples of:
*AIGeneratedEconomy: As 70% of the characters on a server will be NPCs, much of the economy will depend upon NPC crafting and resource gathering.
*AnyoneCanDie: Due to the constantly progressing story and evolving game world, NPCs and players are equally killable. PVP is possible anywhere, but unwarranted murder will have nasty consequences.
*CommandAndConquerEconomy: Averted. While rulers can set broad-strokes policy such as tax laws, infrastructure investment, etc., the economy is mostly private and driven by commoners, both player and NPC.
*HumansByAnyOtherName: The Neran, one of the Twelve Tribes, is almost identical to real-life humans.
*HumanSubspecies: The playable races, called Tribes, are this. Each Tribe, with the exception of the [[HumansByAnyOtherName Neran]], are offshoots of Mann that evolved to adapt to their home biome, developing differing adaptations and physical proportions such as height.
*MassiveRaceSelection: There are twelve Tribes, human subspecies that act as races, to choose from, each with their own culture and traits: the [[HumansByAnyOtherName Neran]], [[OurDwarvesAreAllTheSame Hrothi]], Brudvir, [[OurGnomesAreWeirder Kypiq]], [[OurElvesAreBetter Janoa]], Dras, The Waerd, To'resk, Mydarri, Owem, Erishé, and [[OurGiantsAreBigger Yoru]]. However, the last four will not be found on the starting continent and will therefore be unplayable at launch. They will have to be discovered by the other eight races, or, in the case of the Mydarri, discover the eight races themselves.
*MoralityKitchenSink: Due to the realistic feel of the game, players could be paragons of virtue, exemplars of evil, or just in between.
*OurDwarvesAreBetter: The Hrothi fit the sterotypical dwarf almost to a t- they are shorter than humans yet have large upper body muscle mass, live under or near mountains, and are master miners, blacksmiths, and masons. However, they are not especially bearded, and do not have a norse or germanic theme.
*OurElvesAreBetter: The Janoa are examples of the Forest/Feral Elf archetype: tall, lanky tree climbers with a [[ProudWarriorRaceGuy martial culture]] and cultural talent at hunting and ranging.
*OurGiantsAreBigger: While not much is known about the Yoru so far as they will not be discovered at launch, but it is known that they are blue-tinted giants with cold resistance due to a unique protein that their bodies produce.
*OurGnomesAreWeirder: The Kypiq are simultaneously [[TabletopGame/DungeonsAndDragons Forest Gnomes and Tinker Gnomes]] at the same time: they live in trees and revere nature, but also compete with the Neran for the title of being the most technologically advanced tribe, and are fond of mechanical devices.
*PlayerGeneratedEconomy: Just as in VideoGame/EveOnline, every good will have to be crafted from scratch. Occasionally Downplayed as NPCs will make up 70% of all characters on a server and therefore will do the majority of the work.
*PerpetuallyStatic: Averted to hell and back. The game world is driven by the actions of the players and NPCs, each quest is uniquely generated by the game engine for a player and is only available once, and [[AnyoneCanDie every character is killable.]]

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