The Shivering Isles [Chaos]
| Founded By: | Sheogorath | Founded On: | 15JUL24 01:39 |
“Do not believe madness to be a curse, mortal. For some it is the greatest of blessings. A bitter mercy perhaps, but mercy non the less.” - Sheogorath

The Shivering Isles is the embodiment of cooperative chaos. Chaos bound to a short code to cultivate madness in a powerful enough form to upset the balance of nature. Peace is our enemy, serenity mocks us, and loyalty binds us. The Shivering Isles itself will be made physical by the clusters of our cities, creating one stronghold of imbalance at a time across the lands. Other than the Three Tenets of Sheo, there are almost no rules to this alliance. Join the madness to have the blessings of your Mad God supporting you while you wreak havoc in Illyriad! All those who follow the Tenets are seen as worshippers to Sheogorath.
Playstyle: Trouble Makers; Player vs Player Enthusiasts; Imperial Empire; Stronghold; Tight Defensive Clusters; Offensive and Defensive Military; Mercenary; Military Institute; Chaos Players

Chaos Policy
Diplomatic Responsibility- Chaos, though pro aggression, does not take responsibility for the aggressions of it's players, but expects them to deal with the issues they create individually. As such Chaos will not defend aggressors in it's midst but let them take on the wrath they invoke. This of course does not apply when Sheogorath, or other potentional leadership, gives orders or acts along side aggressors, or otherwise uses it to their own advantage. If conspiricy takes place without leadership involvement, those multiple aggressors are still not under our protection from backlash of their exploits and thus will not be treated as a diplomatic responsibility of our group as a whole.
War- war is war, however, Chaos Play war (the one that gets randomly declared on you even if the alliance size difference is insane) is not a war. It is a convenient red banner for which Chaos Play of all manners can take place, an invitation, and most importantly, not a threat. How to tell the difference?- ask us. Our project depends on us telling the truth when it comes to that subject.
For more on Chaos Policy see Doctrines, Tenants, and Chaos Play below.
Chaos Play
War Declarations
Simplified explanation for random declarations: We invite you to engage in military operations against [Chaos] at your leisure, with no war demands, no conquest unless you want there to be, and no foreseeable war "resolutions" besides opting out. We intend to match your pace of engagement.
All war declarations are invitations to Chaos Play, unless otherwise specified. If The Shivering Isles has declared war on you at random, your members and you may participate in Chaos Play vs us without being fully opted in. You may also declare war yourself to give your guild this semi-opted in statis. Random attacks are just as likely to happen to random players as those declared on, no extra threat is added. Declarations also means that your group can attack [Chaos] members opted into Chaos Play without risking Hysterical Prolific responses. No commissions needed for Chaos trainers to train your small members in PvP if you are declared as well.
Lore and Mission
This being a Daedric cult, we are naturally opposed to Aedric influence. The only influence of theirs we can (or should) fight back against is the worship of the Aedra -
GM Jejune. From a man to a god, the most retold story in pantheonic history,
Jejune's mortal life is honored through the ritual called
Faction Play. This ritual completely contains the people's violent impulses, containing the chaos in their hearts. This ritual maintains order with efficiency, so naturally, we must oppose this ritual. Sheogorath intends to replace
Faction Play with Chaos Play's less automated diplomacy, and new/small player inclusive rules of military conduct. Say goodbye to the needlessly complicated inter-faction standings, and hello to a black and white two-sided eternal conflict between natural
forces! Inter-faction standing conduct when the NPCs are given interact-ability in future updates will be merely a question of which side will we get them to serve. Polarize everything! Faction interaction may change some aspects when the Aedra bless the mortals
with higher thinking... somewhat. Unlike Faction Play we will not worry about acting according to their mechanics until they are updated and we will have our fun in the meantime.
How to "Chaos Play" and what happens if I opt in?
Opting in is optional, unlike participation in some cases. Chaos Play is for everyone! To participate in Chaos Play you must play like a cultist. Use the Doctrines of The Shivering Isles as inspiration for starting conflict, and follow The Tenet of Sheo known as "Sheo, not Molag". Be "dramatic", but don't be dramatic. Get in fights without diplomatic blowback. No more leaving your alliance for a 1v1. Just post the image below to your profiles to let everyone know your fights don't need interference unless otherwise asked for and won't be a diplomatic hindrance, be first to be contacted about Chaos Play events, and possibly be engaged by others opted in. It also opens you up to attacks and challenges from smaller players. Along with challenges, and ultimatums from the mad cult. "Sheo, not Molag" will be the more detailed guideline to player conduct that keeps it fun for small/new players. Other than what's specified in the Tenant there is no rules binding you to the Doctrines, and without them you can just enjoy the benifits of opting in. What are these benefits? Fighting without challenging your guild's diplomatic stability, increased interaction with the PvP part of the community without engaging entire alliances nor having to leave any. Having the image on your profile will prompt others to challenge you, instead of you always having to be the pursuing force to get in a fight. With a bit of madness, military play can be less personal, which drives less players out of the game before they can witness it's full depth. After all. Why so serious?

Doctrines of The Shivering Isles:
Mad Deity
Making sacrifices to Sheogorath without praying to your mad god can have... random effects! How fun!
Aggressive Unification
When the cult of Sheogorath targets the unaffiliated, or those of weak affiliation, said unaffiliated may escape battle by joining
an alliance, obtaining a confederation with a strong force, or growing their own numbers rapidly.
Joining The Shivering Isles is also a valid option to be exempt from combat. The goal of unification is not only unifying the unaffiliated,
but "warning" players when they are in falling empires or their leadership is getting them in over their heads. The unaffiliated and
lesser alliances shall rarely be guaranteed saftey from the forces of madness. Unify for your own good.
(Primary target for this doctrine should be experienced unaffiliated players, not new players)
Voice of Madness
Sheogorath's presence will always be challenging the fortitude of your mind by sharing knowledge that
cannot, or should not be known. As you are freed to embrace the madness lingering within you, you
will think it is lies he whispers. You know deep down, it's the truth that will drive you insane first. And the truth is...
Sanity is an illusion. Sheogorath has already won.
Mercenary Idol
One of the few times you can trust the cult of Sheogorath is when you make a sacrifice (gold, gear, scraps, other valuable items) to
Sheogorath and pray for something violent or enticing to a mad god. If you pray for something non-violent and boring...
the results could be unpredictable.
Hysterical Prolificacy

In his bouts of often violent creativity Sheogorath sets goals and devises games
that are entertaining for him and the cult of Sheo. Anything can happen!

The Three Tenets of Sheo are as follows:
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Loyalty- While embodying chaos, it's important to strategically limit your chaos as well. Never betray your fellow madmen and madwomen, our cooperation can be our highest form of strength. Lonewolves get either bored or torn apart. “One homicidally insane maniac can be stopped a whole lot easier than twenty”
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Sheo, not Molag- Though chaos and discord is the very source of livelihood in the Isles, it's important to have limits. Avoid unintelligent forms of discord, like basic insults or trying to evoke rage itself. We want conflict over anger, be clever with how you challenge people. It's easy to get in over your head just with your mouth.(Or typing fingers?) Never encourage abandonment or ruin player's experience in the game completely. (Click here for more details on this tenant) We are conduits of Chaos, not Trolls. “Professionals have standards”
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Keep the Fire Stoked- Of course real life is most important. But if you intend to go forward with us, it's important to throw a wrench in the works of order here and there at the very least “A rusty conduit shocks no bystander”

Ranking:
Sheogorath- Sheogorath
Everyone Else- You'll be ranked appropriately… or inappropriately.
The Shivering Guides:
Siege
What is a Siege in Illyriad?
A siege is a type of attack that is capable of destroying a city or taking it as one of your own. Unlike other attacks this involves the local tiles surrounding a city on the World Map, and a timed process to complete the objective.
Research and Requirements
To launch a siege you need to research “Siege Encampment” which requires a level 20 Barracks in the city. Being able to send the siege is not enough to complete one. For that you'll need a “Siege Engine” to work a city towards the Storm Threshold.
This “Siege Engine - Buildings” requires the “War Machines” research.
- Human - Catapult
- Elf - Mangonel
- Dwarf - Ballista
- Orc - Trebuchet
The “Siege Engine - Walls” is unlocked by the “Siege Engineering” research.
- Human - Battering Ram
- Elf - Siege Hook
- Dwarf - Battery Tower
- Orc - Tortoise
How does a siege work?
A siege can only take place against a city. Either from the World Map or a Player’s town page, choose a city and select “Send Army” like a normal attack. Change the Order to Siege.

You will need to select a Camp Location from the directly adjacent squares. Once your army reaches the target city they will take up a defensive position at the chosen camp location. Keep in mind that the terrain of the tile the army lands on effects the outcome of any defensive battles that will take place.
Timing
Once your army lands there will be a 12 hour waiting period, after which the “Bombardment” will begin. Bombardment happens as an hourly volley where all the siege units have a chance to “hit” your city. You receive a notification telling you what siege units hit and what missed every 60 minutes. The actual rate of progression during a siege is mostly unknown. The base hit rates of each race’s siege unit (Siege Engine - Buildings) is stated on the wiki, this is the rate of successful volleys at the start of the siege. The longer the siege goes on, the higher your hit rate becomes. How fast? That’s the part we don’t know. The rate of siege advancement is still under player investigation.
More Timing
The rate of building hits is defined by the number of catapults you send, and based off that you must discern the frequency you will check on the progress of the siege. Each building level that goes down will decrease the population of the target city. At the beginning of bombardment a Storm Threshold (or Target Population) will be locked in at 25% of what the population of the target city is at the moment bombardment begins. Once the city is reduced to the storm threshold by bombardments, you will be able to go under “Military Movements” to the “Sieges” section and choose between the “Storm and Raze” and “Storm and Capture” options. Now you can choose to either (raze) destroy the city early, or (capture) take the city as your own.
The Storm
After selecting one of the storming options, your sieging army will begin to move from it’s defensive encampment and move in for an attack vs the city’s defenses directly. If they succeed and are not killed by the city’s defending forces the city will be either yours or wiped from the world map, and from existence. If your army fails it is destroyed and the city survives at it’s new reduced population. For this reason most players try to ensure the city is “cleared” of troops using more swift armies. If the city is at zero population for too long under siege it will automatically be razed.
Strategies
A siege can be sped up by a tactic known as a “Siege Train” where an army is sent with orders to attack with siege units in the army. The siege units unleash a single volley after the outcome of the attack. In a data analysis a player found the catapult hit rate to be around 33% when using this tactic. Using the raid option will cause any siege unit to do nothing, and no volley will take place.
Landing your army on top of an NPC encampment during a siege will cause the game to not produce an alert message in Global and Alliance Chat, which is usually a dead giveaway of a siege based ambush taking place. It is speculated that successfully scouting an encampment of animals causes them to stay in place for longer as well.
Things to Note
Siege Units are slow, the slowest in the game in fact. Taking weeks to go over what seems like a small distance, this definitely must be structured into any plans involving siege units. In game you can click the image of whatever unit you wish to see the speed of, all of it’s basic stats will be displayed. [@i=5|76] [@i=5|87] [@i=5|86] [@i=5|123] Siege Units have no form of defense or attack. They are extremely vulnerable during battles and often get killed off first despite the rest of the army being unfazed by the opposing force. Many players focus on depleting the target’s troops entirely before arrival of the sieging army so as not to have to worry about defending the encampment in a aggressive siege scenario. Some special gears can slow your units down, which much like speed boosts can be useful for timing. [@c=167] [@c=564]
Userscripts for Illyriad?
People use userscripts in Illy surprisingly often for a lot of things, from looking at all your stats on one page and game optimizations to decorative reskins.
How do I run a userscript?
The best way we know is to use TamperMonkey to run them, as they seem to generally be built for it.
1. Install Tampermonkey
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Chrome / Edge / Safari / Firefox / Opera:
Open the
Tampermonkey website and download
the version you need for your browser.
2. Enable Required Permissions
For Chrome/Edge
dev.robomonkey.io+1:
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Right-click the Tampermonkey icon ? Manage extension.
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Toggle Allow User Scripts ON.
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In a new tab, go to
chrome://extensions(oredge://extensions). -
Toggle Developer mode ON (top right).
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Reload any open pages.
For Firefox:
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No extra toggle is needed; just ensure the extension is enabled in Settings ? Add-ons ? Tampermonkey.
For Safari:
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Ensure the extension is enabled in Safari ? Settings ? Extensions.
3. Verify Installation
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Click the Tampermonkey icon in your toolbar — you should see options like Create a new script or Dashboard.
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If the icon is missing, pin it from the extensions menu (puzzle piece icon in Chrome/Edge).
Now you can choose your userscripts
Most of Illyriad's add-ons is maintained by Tensmoor on his userscript page, and Bazoon on his userscript page here. Tesnmoor has Durctools(the best userscript kit between them all) and a good collection of technical tools. Bazoon has some really good customizations for decoration and for easy stat access. I suggest having a look at both their pages. A new script made by HoRRis Lupercal that I, Sheogorath, can vouch for is a neat little notes addition for each city. More details on the Illy forums, or if you want to go straight to the download page click here.



