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Chapter Concept: Atmora

Ferrym4n
Ferrym4n
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Chapter Concept for Elder Scrolls Online:

Guilds and Alliances pursue the exploration of this legendary location, in conflict with each other, and against the environment.

Atmora has PvE and PvP content, a new class, new dangers and new content to be discovered in a seasonal cycle race against the deep frost rising to drive all outsiders from the continent.

1: Getting to Atmora:

Travel to Atmora is achieved through an Alliance via guild support, or through the Undaunted. Ships must set sail, loaded with material requirements at the start of an Exploration Cycle, in order to land on Atmora, and establish one of four base camps:

- Aldmeri Dominion Camp.
- Daggerfall Covenant Camp.
- Ebonheart Pact Camp.
- Undaunted Camp.

Materials required include contributions of wood, ore, food and furs, possibly potions and items crafted to a certain prerequisite level to enable for a base camp to be established.

2: Exploring Atmora:

From a base camp, factions, guilds or individuals get to explore the landscape, and through challenges, build in land settlements that act as staging posts between the zones Atmora is divided into:

- Wilderness Hunting (PvE).
- Wilderness Hunting (PvP).
- Conflict Zones (PvP).
- Central Zone (PvP).

Wilderness Hunting involves daily hunting quests testing characters versus the natural inhabitants, capable of surviving Atmora (equal to World Bosses).

Conflict Zones create areas that allow for PvP, and acquisition of Settlement locations that allow for greater exploration of Atmora.

The Central Zone offers a glimpse into the true power of Atmora, and an opportunity to complete quests as allies, or as enemies, which may or may not provide a temporary halt to the rising of the Deep Frost.

The Deep Frost rises at the end of the month to lay waste to everything, to restart the cycle as listed above.

However, if there is alliance unity (players choice), the Deep Frost may be delayed by one or two months (it always rises on a third month).

3: Character Class: Skinchanger:

A secret of the old Atmorans, with three skill trees exploring the paths of the Bear, the Wolf and the Fox; the Skinchanger gets a grandform of a Direbear that can be morphed into a Direwolf or a Direfox.

- Bear teaches Arcane and Healing, as well as focusing on Magicka.
- Wolf teaches Power and Attack, as well as focusing on Health.
- Fox teaches Cunning and Stealth, as well as focusing on Stamina.

This should be superior to, and exclude, the curse of being a Werewolf or a Vampire.

4: When the Deep Frost rises:

Everything gets destroyed. However, do this over a period of three days, and allow for test of feats, as each zone gets overcome by severe weather conditions and roaming world bosses that are manifestations of the Deep Frost (Frost Atronachs).

Players - alone, in groups, or even in factions can try to hold back the tide for as long as they can, before they are ultimately overwhelmed and evicted from Atmora...

5: The Undaunted/ Other:

Within Atmora, as per usual for a chapter, six delves and one trial. Unique treasures, Armour Sets and Craftable Sets.
Edited by ZOS_Kevin on November 7, 2024 11:07AM
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