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  1. THE ELDER SCROLLS ___________________________________________ A S H F A L L STAFFED BY PERP(LEXED), DOVYDAS (ALBANNACH), CHUMPU, AND TYLER (AIKURO MIKISUGI) DISCUSSION TOPIC Welcome to Ashfall! All discussion related to the game should be posted here, as well as any character profiles. Anything else belongs in the IC Topic. Two GMs must approve your character before you are able to play as said character. The Character sheet can be found below. CHARACTER SHEET Name: (Whatever you like, really, as long as it’s within reason and not something along the lines of ‘######poster_007x’. If you like, here’s a link to the extremely helpful UESP guide on TES names.) Age: (Human races live, well, human lifespans, whereas elven races normally live two or three centuries before being considered old despite reaching full maturity at around the same time humans do - 18-25; normally they pass away at around the age of 500, but some mer who have special abilities at magic or are just that lucky can live twice that. Argonians and Khajiit have similar lifespans to those of humans.) Appearance: (What does your dude or dudette look like? Give me some scrumptious details, man.) Gender: (Male, female, otherwise; pretty straightforward really) Race: (Playable races: Dunmer (Dark Elf), Breton, Reachman, Redguard, Nord, Imperial, Altmer (High Elf), Bosmer (Wood Elf), Orsimer (Orc), Khajiit, Argonian. Granted, if you want to play someone else, like a Tsaesci or a Maormer, REALLY REALLY BADLY, you can feel free to petition us, but you’re probably going to be refused than anything due to the effective nonexistence of other races than the ten we listed in Morrowind.) Loyalties/Faction(s): (Yes, the optional plural implies that yes, indeed, you can belong to more than one faction. In this game, faction warfare is not the emphasis, the emphasis is on the storylines you, as the player, write in a world at war, and thus there is no reason to limit your characters to just one faction. However, this is entirely reliant on the rules of basic logic and reason; for example, your character cannot be part of more than one Great House, or juggle like four conflicting loyalties. If your character is a Thieves’ Guild member on the streets of Narsis, then he cannot also be a member of the Camonna Tong and a loyal supporter of his uncle in the city guard, a law-abiding citizen who has sworn to hunt down all criminals in the city. If your character is a traditionalist Temple hierarch, he cannot also be an Ashlander ashkhan. And so on. But other than that, feel free to be a member of any number of factions as long as there’s an explanation in your biography as to why and how you ended up that way.) Abilities and Skills: (This pertains solely to non-magical abilities. Don’t get yourself too many. or too few, for that matter. The ‘just be reasonable’ rule applies more than anything else.) Magical Abilities: (refer to the Staff Guide to Magic) Power 1: (same as above) Power 2: (same as above) Weapons: (Any weapons your character might carry. Don’t make yourself a walking armoury, but otherwise knock yourself out.) Equipment: (Any non-weapon equipment and items your character’s got and is carrying with them.) Personality: (Simple enough. What’s your character like? Any overarching traits, quirks, w/e?) Weakness(es): (Everyone has some. There must be significant weaknesses related to the number of magical skills a character has.) Biography: (Where’s your character from? What’s his family like? Any life-changing events in his past? You gotta give me something.)
  2. Presenting an Elder Scrolls RPG by Perp and Dovydas, Co-GMed by Tyler and Chumpu The year is 4E 11, and it is a dark time in the history of Morrowind. Imperial authority in the former province has now completely collapsed with the events of the Oblivion Crisis and the Red Year of 4E 5, and the nation is descending into a state of civil war. With formerly dominant House Hlaalu’s authority shattered by recent events, House Redoran, triumphant over the Argonian invaders and armed with the greatest military force in the East, seems poised to effect radical change on the balance of power in the province. The Grand Council, composed of the heads of all the Great Houses of Morrowind, is convening in Narsis in two days’ time to elect a new Lord High Councilor. Although held in the ancient capital of House Hlaalu, this meeting has a feeling of war in the air, and Hlaalu dominance is no longer as assured as previously expected. Although the Grand Council traditionally met in Mournhold, with the king of Morrowind, as the Emperor’s viceroy, presiding, Mournhold’s destruction and King Helseth’s cowardly escape to Cyrodiil has upset this tradition. As such, all the Great Houses have arrived at Narsis only each at the head of their own army; formally to “preserve a peaceful atmosphere”, but in truth to display their power. There is talk of the Redoran preparing to make an attempt to dismiss the Hlaalu from the Grand Council; if that happens, war is inevitable. Azura help us all. ---- ---- Table of Contents I. Rules II. The Great Houses of Morrowind III. Main Locations IV. The Staff Guide to Magic V. Rewards & Loot VI. Character Sheet VII. A Grain of Advice RULES All BZPower rules, guidelines, and common courtesies apply. Of course. No godmodding, metagaming, bunnying without permission, or other such behaviour. Just be reasonable. Keep in mind that the bounty system sticks with you in the games; it will stick with you here, too, and the guards aren’t pushovers. Nor, for that matter, are any NPCs. Flaming, spamming, flamebaiting, insulting other players, etc., etc.: nah, not cool. Not tolerated. Sorry to disappoint. Listen to the staff. It’d be silly at the least not to. As a general rule, we’re here to help and maintain just a little bit of order; so if we tell you to stop doing something you’re not supposed to be, you kinda sorta ought to stop. As regards magic, always, always refer to the Staff Guide to Magic. It’s more helpful than you think. As well, Magic is not a be-all, end-all. Certain spells do not grant you invincibility, nor do they always work perfectly. They cannot solve every problem, and for the problems they can solve, they only do their job as well as the skill of the character allows them to. Same goes for Enchantments and Potions, though your use of those are less restricted. We trust you to RP them responsibly. We're not averse to answering questions, be it in the Discussion topic or in a PM. Despite this, the Lore Post contains valuable information that might help you - make sure to check it out first, even just to better know the world you're RPing in. Your character must be approved before you can start playing. Post the profile in the Discussion Topic and only start posting once you’ve received the express approval of either both members of the main GM staff (Dov (Albannach) and Perp(lexed)) or one Co-GM (Tyler (Aikuro) and Chumpu) and one member of the main GMs. There aren’t a whole lot of restrictions as to what you can do plot-wise, as long as you abide by the “just be reasonable” rule (and by all other rules, too, of course). However, if you’re planning something REALLY BIG, the sort of plot event that just gives you the shakes when you think about how much you want to execute it, and it will affect many other people in a multitude of ways, it might be a good idea to ask the staff for permission. We’re usually liberal on this front, so we’ll most likely let you at least try most things. Have fun Praise Azura THE GREAT HOUSES House Indoril - Led by the last of their ruling line, Lord Archcanon Gavas Drin, placed in power after a series of unfortunate deaths among Indoril higher-ups in suspicious circumstances during the Oblivion Crisis. Although Drin is both Lord Archcanon of the Temple and head of the House, he is not widely perceived as a powerful figure. Both sources of Drin’s power – the Temple, forced to acclimatise to a mass return among the Dunmer to ancestor and Daedra worship – and the House Indoril seem to be at an all-time low in strength. Even the Ordinators, that once-powerful warrior caste, have been gradually leaving their service in a period of disillusionment with the Temple. House Dres - House Dres formally maintains an alliance with House Hlaalu, yet is fiercely anti-Imperial and grateful to the Redoran for their assistance in delivering them from Argonian invasion. Gothren Dres, the wealthy and influential Grandmaster of the House, with his lands left wasted by the Argonians, may be unwilling to commit to either side in a conflict until a clear potential winner can be identified. House Telvanni - The wildcard of the Great Houses comes humble as never before, having been crippled by the Argonians ravaging their lands. These wizard-lords of the east seem uneager to involve themselves in power politics, as usual, but harbour a fierce hatred of the Hlaalu and a grudging respect for the Redoran; this may shift them towards taking a stronger stance. House Hlaalu - Until recently, the dominant Great House, having held a pre-eminent position among the Great Houses since Morrowind’s Armistice with Tiber Septim, House Hlaalu’s position has been infinitely weakened by the Oblivion Crisis and all that followed. Having relied upon the Empire’s power and trade to maintain their control of the East, Hlaalu are now being increasingly seen as a remnant of a past, Imperial, era due to the Empire’s withdrawal from Morrowind. They are the only Great House that still clings to the concept of retaining the status of Morrowind as an Imperial province regardless, which only lessens their popularity; however, unlike most other Great Houses, Hlaalu has managed to retain much of its wealth after the war, which may prove useful to the House in attempting to regain control of the country. House Redoran - House Redoran has played a critical role in the recent Dunmeri-Argonian war, taking on their ancient title of “hereditary defenders of the Dunmer” in a much more literal sense. The army this Great House raised while the Argonian forces were still cutting through the southern reaches of the country allowed the Dunmer to avert utter disaster and deflect the brunt of the Argonian invasion, reclaiming most of the territory lost to enemy forces. This, however, left a serious dent in the House’s finances; although this army is now House Redoran’s most potent argument in any Great House dispute, along with the immense moral authority the House now carries with the Dunmer people, the House is in serious financial debt and will require the help of allies in rectifying this problem if they seek to defeat the Hlaalu, who the Redoran perceive as their number one opponent and the last barrier to gaining overall control of Morrowind. Additional Factions are listed in the Lore Post, just below. LOCATIONS Political Map of Morrowind Mournhold-Almalexia - the ancient Dunmer capital, the “city of light and magic”, is now in ruins, having been laid to waste by the invading Argonian army. Although rebuilding efforts have started, it is estimated that the damage will take years to repair; much of the city is now a slum, concentrated around a hastily constructed fortress in traditional Dunmeri style where a small Redoran garrison is based. The ruins of the ancient Royal Palace, High Temple, and other central buildings of the world’s oldest city, attract many an adventurer; even more so do the still-intact sewage system, the ruins of Old Mournhold under the sewage pipes, and even further below, the Dwemer city of Bamz-Amschend. (Old) Ebonheart - Once unequivocally Morrowind’s prime city and the cradle of the influential Ra’athim dynasty, which had given Morrowind such great rulers as the legendary Moraelyn, Ebonheart was, due to its close geographical proximity to Vivec City, hit almost as bad as the island of Vvardenfell by the Red Year. The Black City was quite literally swept aside by the tidal wave that the fall of Baar Dau caused; its many thousands of inhabitants forced to flee. Although the deluge naturally subsided over time, then came in the ash clouds from Red Mountain, which covered the city for months, making it impossible to breathe, and, subsequently, Argonian raiders, who ravaged the city and carried off much of its vast wealth, left behind by its evacuating inhabitants. By the time that years later the war had ended, the only inhabitants of the city were a handful of squatters in its ancient, now ruined, palaces and temples. House Redoran maintains a small command of troops in the strategically-placed abandoned city, but has not yet embarked on a repopulation effort. Blacklight - Located in the northeastern corner of the country, deep in House Redoran territory, Blacklight is the capital of Great House Redoran and, one might even claim, the prime city of modern Morrowind. Situated in an easily defensible secluded bay, accessible only one way by land and one way by sea, surrounded by high, craggy rocks and tall, invincible walls, Blacklight is home to the Rootspire, where the Council of House Redoran meets, and around a hundred thousand residents. During the war, due to the vast distance between Blacklight and Argonia, the city and its residents remained mostly untouched; unfortunately, this meant that much of the refugees from the country’s southern territories moved towards Blacklight, and finding accommodation and jobs for all of them has understandably been impossible. Many refugees have thus settled in something of a favela outside the gates, where they survive on odd jobs and minor trading. Narsis - The source and centre of House Hlaalu’s power, the city of Narsis lies in the southern half of Morrowind, dangerously close to the Morrowind-Black Marsh border. Sacked in the Argonian invasion of Morrowind years earlier, the city sustained heavy damage, but was saved only by the Argonians’ drive to proceed onward and capture the capital, Mournhold. As House Hlaalu was once strongly allied with the Imperial Legion, many aspects of the Empire are apparent in Narsis - from Imperial-esque architecture to the few remaining defectors from the Imperial Legion making their living within the city. Destroyed sections of the city are undergoing repairs. Port Telvannis - the capital of Great House Telvanni, Port Telvannis is a sprawling forest of Telvanni towers, home to the government of the Great House and to around ten thousand people. During the Argonian invasion, Port Telvannis was sacked; its once thirty-thousand-strong population cut to a third of its size by looting and mass evacuation. Most Telvanni lords have thus moved, for safety, to the house’s holdings around Vvardenfell such as Tel Aruhn, and Sadrith Mora, but Port Telvannis is undergoing rapid reconstruction and still remains an influential, powerful city where the Telvanni councilors gather to discuss affairs of state. More locations are listed in the Lore Post, just below. THE STAFF GUIDE TO MAGIC There are five schools of magical knowledge and power; these are… ALTERATION - CONJURATION - DESTRUCTION - ILLUSION - RESTORATION More detail on each, as well as available powers, listed below: Alteration - allows practitioners to alter and manipulate the physical world around them Telekinesis: Allows the wielder to move small and medium-sized objects in their direct vicinity. They must also be able to see the object to manipulate it. Waterbreathing: Allows the wielder to breathe underwater for a short period, usually a couple minutes. Levitation: Allows the wielder to lift themselves off the ground and seemingly float on air in order to reach high-up places. Does not allow the user to fly, nor can the user lift themselves higher than a few metres at most. Conjuration - used to conjure spectres and reanimate the dead Summon Spectral Skeleton: Allows the wielder to summon a spectral Skeleton (either with a sword and shield or a bow and arrows) for a short while. Extraordinarily weak, but more than one (a maximum of three) can be summoned at once. Summon Atronach: Allows the wielder to summon an Atronach (a magical entity) of either Frost, Flame or Shock. Only one can be summoned at a time, but they are much more powerful than a spectral Skeleton. (Note: players must choose ONE type of Atronach, listed as “Summon Flame Atronach” or “Summon Frost Atronach,” et cetera) Reanimate: Allows the wielder to briefly bring a recently-deceased body back to life for a few minutes. The reanimated corpse will do whatever the wielder asks, but is essentially a zombie and is not very powerful. Destruction - gives the wielder great power over fire, frost and lightning Cast Bolt: Allows the user to fling bolts of fire, ice or lightning at their discretion. Prolonged use of these powers will tire the wielder out immensely. Specific elements have certain effects; Flame can cause minor amounts of fear, Frost can slow opponents down slightly, and Lightning can paralyze enemies for a second or two. (Note: players must choose ONE type of element, listed as “Cast Firebolt” or “Cast Lightning Bolt,” et cetera). Resist: Allows the user to resist and deflect some of the energy of a specific elemental attack (Flame, Frost, Lighting). (Note: players must choose ONE type of resistance, listed as “Resist Frost” or “Resist Shock,” et cetera) Illusion - permits those who are learned to affect and manipulate the minds of others Induce Hysteria: Allows the user to drive their intended target insane for a minute or two. The result is largely unpredictable, and only works for a full couple of minutes if the caster is effectively hidden from the target. If they are not hidden, the effect only lasts for a couple of seconds. Only truly effective to living (not undead or magical) targets, and not particularly effective against stronger-than-normal opponents. Charm: Allows the user to sway the mind of a target and make the caster more likeable to said target for a minute or two. The result is somewhat unpredictable, and only works for a full couple of minutes if the caster is engaged in open conversation with the target. If they are hidden, or not of any particular interest to the target, the spell will fail. Only truly effective to living (not undead or magical) targets, and not particularly effective against stronger-than-normal opponents. Invisibility: Allows the user to turn almost completely invisible for one minute. It is mostly effective if the caster is completely hidden from view before they cast the spell. Casting invisibility while they are being watched will make it easier for targets to spot the caster. Any offensive action (either towards the caster or from the caster) will disrupt the spell and turn the caster visible again. Restoration - imparts the power to heal and protect both others and themselves Heal Self: Allows the user to heal their wounds within seconds. The more serious the wound, the longer it will take to heal. Healing mortal/fatal wounds may not stop the caster from dying, as a second healer may need to be present, as magic is directly linked to life-force. (If a caster is dying, their power fades to suit). Does not allow the caster to heal others. Heal Target: Same as above, except inverted; the caster can heal others, but not themselves. Magical Ward: Allows the user to form a magical ‘shield’ that can block most directed magical attacks, usually cast Bolts or Atronach attacks. Does not stop physical attacks. Takes immense concentration to keep a Ward up; even still, the Ward will only last several seconds at a time. Magical attacks are not deflected or absorbed - they are cancelled out. IMPORTANT - Tips from the GMs Regarding Magic - IMPORTANT IMPORTANT - Players have two slots for magical abilities on their character sheets. Unless the player specifically denotes their character as being a necromancer, wizard, witch, or sorcerer, they may only start with ONE ability - the listed classes may start with two. (Note: classes that can only start with one Magical ability are not prevented from learning a second later on through the use of a Spell Tome) Likewise, for each magical ability you have,you must list one extra, significant weakness to compensate. You do not have to adhere to one specific School of Magic; you may pick and choose from the listed abilities as you wish. However, new Magical Abilities can only be learned through Spell Tomes. These tomes are rare, and will only be awarded as Loot by GMs (see the Rewards & Loot sectionfor more info). If you already have two abilities, but wish to learn a third, your character must “forget” one ability in order to free up a slot. As previously stated, they cannot use nor re-learn this forgotten skill unless they find a Spell Tome on that specific Ability. The Magic System was implemented to give players interesting abilities - not to be used to spam and declare superiority over another player. Please refrain from repeatedly using these abilities over and over and over and over again in short succession - give them a long while to “recharge” before you use them again. It’s just common courtesy to use your powers responsibly. City guards, powerful NPCs, and other Players are all examples of mid-to-high-level characters - as such, they’re not all that easy to use your abilities on, nor are they particularly easy to kill outright. As already stated - play responsibly. REWARDS & LOOT Certain items in this RPG are extraordinarily rare, and only available in certain circumstances, (such as quest rewards or dungeon loot) usually with GM approval. These items include: Spell Tomes Ebony and Daedric Armor and Weapons Valuable gemstones, metals or other materials Intact Dwemer Technology Aedric & Daedric Artifacts Powerful Soul Gems Enchanted Weapons and Apparel Powerful Potions Elder Scrolls (Note: Regular potions can be purchased in shops, or made at the player's discretion. Please be reasonable, though. No infinite potions of infinite healing, no potions of liquid CHIM, et cetera...) A GRAIN OF ADVICE Subtle reference few will get aside, there are a few words I’m sure all of us here at the staff will want to say before we dig in. This is perhaps an untraditional TBRPG (as far as OTC is concerned) in that it is not solely driven by the main plot and the factional conflicts. Being set over a rather unimaginably huge territory that covers Tamriel’s largest country, Morrowind, in its entirety, we cannot possibly, as the staff, provide gameplay always and everywhere. Heck, we cannot provide you with everywhere to begin with; aside from the main locations we’ve described, there is a vast wealth of secrets, dungeons, Dwemer ruins, Daedric shrines, villages, whatever you want scattered between them in the lands fought over by the Great Houses, and it is up to you to not only discover them, as the players, but create them, write your own stories taking place in this land. In a sense, we’ve given you the canvas; it is up to you (with our help and cooperation whenever necessary, of course) to fill it with paint. The main quest, and the overarching conflicts between factions and Houses, we can guarantee you, will be enticing, tense and will capture both your attention and your participation; but even more important to the game will be you, the players, and the stories you tell of how your characters survive and thrive in this land at war. We are giving you neither solely a sandbox nor solely a plot driven RPG; in a sense, we are giving you both. In a sense, what we have here is a Bionicle Kingdoms or BZPRPG-style game, set in an Elder Scrolls setting. Thanks for your time, we hope you enjoy playing The Elder Scrolls - Ashfall.
  3. so, anyone else who frequently plays The Elder Scrolls series? currently, I only have Morrowind, but I plan on getting Oblivion soon.
  4. Skyrim coming out soon. Dual-wielding spells. *squee* Most definitely making a Khajit or Argonian first thing.
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