Here we go, the first draft of an Elder Scrolls RP. I know it's too short, but... eh... It's a work-in-progress. Also, I've decided to go with an original location for the RP, so I don't anger anyone by not choosing their favorite province. Now I'm angered EVERYONE because I didn't choose their favorite province
EDIT: Uh-oh... Um, why is the text going off the screen?
Cold... So cold...
I can’t remember the last time I wasn’t cold. I’m a Redguard, not a freaking Nord! I don’t do well in the cold.
Ah, forget it. Surely someone will come to save me. Right?
An Elder Scrolls RPG
In the year 1E 122, a strange island appeared northwest of of High Rock. No one knew where it came from, but it was clearly inhabited. However, no one seemed to want to get close enough to the island to try and talk with these people
And so it came to pass, that in 1E 126, an expedition was led to this island by a Nord warlord named Kodiak Wolfheart and an army of 100 men on ten longships. Armed to the teeth, and carrying enough supplies to feed a small army, they set out to the mysterious island.
They never returned.
In fact, the same would hold true for expeditions across the millenia, until one fateful day during the year 3E 406.
That day, an Imperial expedition was able to land on the island, now known as Frosthaven, and establish contact with the locals. They were Nords, suprisingly enough. Rather peculiar Nords, but still Nords.
The weird thing was what they called themselves; the Children of the Wolfheart.
Still, the Imperials paid no heed to these natives. After securing the allegiance of the island in 3E 411, a settlement was built on the west coast of the island; a town called Snowpoint.
Of course, not everything is as it seems. A strange temple has been unearthed, and inside this temple is quite possibly the greatest discovery since magic itself.
The year is 3E 428. This is Frosthaven.
Follow all BZPower rules.
Please use common sense. My facepalm is overworked as-is.
No autohitting. There will occassionally be unavoidable attacks wherein they can’t be dodged unless someone pulls something out from their butt, but please try and keep those to a minimum.
You can die, though it is hard, if you take a fall and land inside an erupting volcano (or something similar), you are dead. Period.
No godmodding or meta-gaming.
All characters must be approved before playing as them.
Don’t bunny other people’s characters unless they ask you to or give you permission.
Listen to the staff; if you have a problem with a decision, do so in a respectful manner.
Please, don’t pull items from nowhere. Looting something, yeah. Fine. Just, approve it first, please.
(NOTE: All characters must be approved first before playing as them)
Name: Simple enough.
Race: (Altmer, Bosmer, Dunmer, Orc, Argonian, Khajiit, Imperial, Breton, Nord, Redguard)
Class: Just a general overview of your character and skills they would or would not logically have, I.E. A blacksmith probably isn’t very skilled in necromancy)
Appearance: How your character looks. Try and keep the race and appearance in check, for instance, when have you ever seen a purple-skinned Imperial?
Personality: Your personality.
Biography: A quick overview of your biography.
Inventory: All your stuff you start the game with. All items must be approved by staff.
Name: Eponine Faircroft
Appearance: Young, petite in nature, soft features, blue eyes, short black hair, a scar on her cheek.
Personality: Cold and distant, but has a strange love of animals. Kills without remorse.
Biography: Abandoned by her parents as a baby, Eponine was taken in by a small gang of assassins competing with the Dark Brotherhood. During this time, she was trained by the assassins to become one of them. However, her “family” was killed by Brotherhood assassins when she was 24. Angered, she tracked each one of her family’s killers down. The only one left is living amongst the Nords of Frosthaven.
Inventory: A suit of light leather armor, a fur cloak, and a steel kopis sword.
Snowpoint: The Imperial capital on Frosthaven. Home to the Cathedral of the Nine, as well as Fort Goldmoth (the Imperial garrison and administrative building,) many shops and the Six Fishes Inn. It is built on the west coast.
Norstam: The northern village of the more traditional Children of the Wolfheart, their culture is very similar to traditional Skaal culture. They mostly live in huts and cabins, though a large longhouse dominates the village and is the home of the tribe’s Chieftan. It is built on the very north tip of the island.
Tordenkirke: The southeastern city of the more modernized and cosmopolitan Children, their culture is closer to that of Nords and Bretons, living in a great stone city built hundreds of years ago. It’s central feature is a great castle from which the King of Tordenkirke reigns supreme over his domain. It is built south of the Eastern Forests, on the coast.
The Eastern Forests: A great, dark forest on the east coast of the island.
The Snowpoint Forests: Still great, but less dark and on the west coast.
The Wolfheart Mountains: Running down the center of the island is a great mountain range, said to be the coldest part of the island.
The Temple of the Wolfheart: Built into the mountains, this is temple built to the One of the Wolf Heart, Imperial forces quarantined it after several people went missing inside, with the only survivor claiming that they were attacked “by a great wolf.”
Murkule Cave: A cave said to be the home of a great treasure, it will only reveal itself to those who are worthy. It said to be located in the eastern forests.
Tordenkonge Barrow: Just west of Tordenkirke, it is the tomb of the Kings of Tordenkirke since the Second Era. The Barrow has been abandoned for a few hundred years since a lich decided to make his home there.
Fort Heartfire: A fort built by Imperials early into the colonization of the island, Fort Heartfire was abandoned after a freak blizzard killed everyone stationed there.