Usernames and Avatars must be "Safe for Work" and generally inoffensive. (Yes, lewd phrases in languages other than English do count) You will be asked to change your name if done otherwise.
Each individual must have one registered account but as many sub-accounts as they wish. Your registered account is considered your main account. Sub-Accounts are available to create if you would like to roleplay more than one character.
You may not impersonate another writer or use a secondary account to give the impression of multiple people.
Harassment and abusive behaviors on ChroniclesRP board or on an affiliated Discord chat are prohibited.
You are not permitted to plagiarize the works of another individual.
Committing or promoting any type of illegal activity as per the terms of service is strictly prohibited.
You must be at least 15 years old to register for an account.
All other Terms of Service as indicated below as well as our Resources Guides:
Avatars are recommended to be an image that is at least 400x400 pixels.
Signatures are recommended to be kept at or under 150px in height and 1000px in width.
Please do not advertise another roleplay forum, discord chat, or any other similar mediums and websites on Chronicles RP or in our discord chat without asking and receiving permission from the administrative staff. If you are interested in affiliating, please see our FAQ on affiliations.
The creation and roleplay of ‘canon’ Fantasy characters are not allowed. Please do not try to roleplay characters from published works such as Aragorn [LOTR], Rand [WoT], or characters from other popular works of fantasy fiction.
Create your Character biography within ChronicleRP’s Folklore section here.
Character account display names must be the character's name, nickname, or alias they called by.
There are no face claims, however, Avatars must represent your character.
Godmoding has several definitions and is discouraged or outright prohibited in some cases. Below are several examples of common godmoding and Chronicles’ stance on them:
Godmodding (note the second d) is godmoding specific to character creation, traits, or situation in a way that’s “unrealistic” or “god-like” in Chronicles. While strong characters are tolerated, extremely overpowered characters that disrupt roleplaying may result in staff intervention
Powerplaying is godmoding by controlling another roleplayer’s character without permission. Powerplaying is prohibited.
Metagaming is godmoding by a writer that uses OOC knowledge in roleplayed actions, behaviors, and thoughts. Since all IC actions require the writer to have OOC knowledge, this is tolerated until it becomes disruptive. Cases that may result in staff intervention include, but aren’t limited to:
A character knows everything about every other character.
A character knows another character’s thoughts despite not having a mind-reading skill.
A character has an advanced knowledge of modern, real-world technology such as electronics.
As well as clear Godmoding as outlined above, we expect roleplayers to consider fairness, balance and everyone's enjoyment in how they act, how they roleplay and in what they document in Folklore. This could include, but is not limited to:
Creating a species or magical item that is only intended to be more powerful than equivalents, rather than for its potential for Roleplay;
Acting in a way that ruins the enjoyment of others (for example acting out of character and trolling an open roleplay)
Carrying a stash of magical items that collectively nullify all individual weaknesses.
Every member can use the Folklore Wiki. It is here where we will be able to annotate the ongoing lore of ChroniclesRP. Our Folklore Section is free for editing by all members but is moderated by the Admins and Folklore Moderators.
There is no formal approval process for articles and updates
A Character must have a Character page before they can be roleplayed
With the exception of Player Characters, adding a Folklore page to the wiki is optional.
With the exception of Player Characters, all Folklore pages require references to board roleplay threads. The Folklore wiki is there to document what has taken place on the board.
Every article must reference the source of images and external content used.
You may edit another author's article without explicit permission if it is an update to reflect roleplay (with the exception of Characters).
Staff reserve the right to request edits to articles or to remove content.
Staff will moderate the content on the wiki in the following circumstances:
They have suggestions to improve the quality of an article.
When an article breaks site rules, is unbalanced, or does not fit the theme of the site.
An article does not meet the guidelines visible:
on the Folkelore homepage;
on the Folklore Area pages;
contained within a guide for that specific content.
Magic is a profound power to affect the world with one’s mind. There are multiple definitions of the term magic and explanations of the source of magical power. Some view it as another form of energy natural to the world. Some see it as a gift from the gods. It would take ages to cite them all and examine them. Yet regardless of who wields magic, there are some truths that have never been broken...
Magic has a price. The price is always some type of energy - mystical, natural, divine, or otherwise. The higher the price, the higher magical power, and vice versa.
Magic has an end. In time and without intervention, a spell's effect fades. Could be seconds, years, centuries - but things such as a curse or enchantment never last forever. Only the physical scars of its power will remain.
Time is the gods' domain. No one has ever reversed, stopped, or quickened time itself without the cost of one’s own life in the attempt.
Life is finite. Death has never been reversed without life as a payment.
Instantaneous travel is impossible without a Portal Stone. History's greatest mages have only managed to "blink" their bodies a few feet - and with a small but noticeable delay in time.
These Five Laws of Magic are absolute and their consequences cannot be avoided. The First Law is what kills the most mages, though. Magic has a price. Mages - novices and experts - forget this too often. When a mage fails to pay the price needed or, knowingly or not, invokes one of the Laws - the invisible Herald of magic intervenes to bring balance...
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