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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. Approved by Than and the COT RPG Judges. (Note: Some hyperlinks were removed, as they seemed to be messing with the post formatting) The Elder Scrolls AdventuresThe Summerset Isles Hosted by Toa Levacius Zehvor; Co-Hosted by PurpleBouncy FORWARD – LoreBefore I detail the in-game stuff, this is a clarification for those poor souls who have yet to play an Elder Scrolls game. This RPG is set within the world of The Elder Scrolls, an extremely successful series created by Bethesda Softworks. The series is primarily set in Tamriel, the largest and central continent on the world of Nirn.For the last couple hundred years, Tamriel was ruled by the Empire, founded by Tiber Septim, or Talos, a man who ascended to godhood, joining the Eight Divines and making it Nine upon his death. That was, however, until the death of Emperor Uriel Septim VII, and the Oblivion Crisis that opened gates across Tamriel into the realm of Oblivion.After the death of his son, Martin Septim, who sacrificed himself to seal Oblivion off from Tamriel, the Empire was left in chaos. Without an Emperor, Tamriel was left in complete and utter chaos.In time, it would reform. But not before a faction known as the Thalmor, a group of elven supremacists, took control in the far south western island province of The Summerset Isles. Under the Thalmor, the new Aldmeri Dominion formed – an empire ruled by the elves of Altmer and Bosmer stock, and allied with the Khajiit of the province Eleswyr.Thus is the current way of things. Summerset Isle, known now as Alinor, after its capital city. Seat of power in the Aldmeri Dominion. Of course, that has quite the possibility to change...~BACKGROUND~ The date is Morning Star 4E321 by the common calendar of Tamriel. The provinces remain in turmoil. Heated battles across the continent spark up constantly, with no clear victor in sight, save one – the Elves. But in their homeland, this victory is an uncertain one.The Empire – the central heartland province of Cyrodiil, and its allies in the Hlaalu and Dres controlled Morrowind and parts of Black Marsh – fights a battle to keep control of its last posts in the remainder of Morrowind and the Nords of Skyrim. The Redguards of Hammerfell stand alone against both the Empire and Aldmeri Dominion, fighting the last true stand for men. The southern provinces are controlled by the Aldmeri Dominion, based on the Islands of Alinor – the Summerset Isles.Homeland to the Altmer - the High Elves - and the power bastion of the Altmer Dominion, the Summersets are dealing their own problems. The Thalmor, powerful wizards and warriors dedicated to the Altmeri cause and continental control by only the Mer - the elves. Once but a minor, weak faction, the organization now holds unquesitioned power over the land, with none willing to dare oppose them.But there has been a change. A sea barricade created by the Maormer, the Sea Elves of the mist wrapped island Pyandonea far to the south, has been established, locking out any from leaving or entering the isle. Massive sea serpents wrap through the waters and isolate the population from the outside world, even against the Thalmors best wizards.This doom falls as life withers to the east, as trees die and crops wilt, while formerly healthy livestock simply lie down and die in agony.Whispers of Daedric Cultists – men and elves who worship the Daedric Princes – have begun to spring up across the land, leading to fear in the commoners.Greatest of all in threats to the Thalmor is Fort Greenmoth, the only location on the island to proclaim allegiance to the Imperial Legion. The future is uncertain as to if they will expand their power beyond the one fort, though all respect their combat prowess, having remained resolute against the greatest Thalmor attacks.Who are YOU?That’s for you to decide. As a youth, you were always more successful than the others. Perhaps you were the strongest fighter in the guild; perhaps you were the smartest wizard of your college. Whether you used this to become a powerful magistrate, or a vicious bandit, or simply hid it away and became a farmer, that is your choice.But now, things are changing – and you, more so than the commoners, will be ready, be it on the sidelines or at the front, facing the tides of darkness, or bolstering its strength.You are not alone, however. There are many others like you, all with their own gifts and talents that make them superior to the common populace. Whether you refuse this aid, and go on your own solo adventure in search of your own self, or go forth and conquer great enemies with their aid, that is your choice.The Elder Scrolls of which the future is written upon in prophecy do not dictate what shall happen in these coming days – that is for you to do. Take up arms and accept this destiny. This is not the fulfillment of prophecy – but it will certainly be a tale to tell!Recent Happenings [*]There has been an outbreak of diseases reported across the smaller island of Summerset Isle. This is strongest displayed in the death of livestock and crops.[*]There is a massive Maormer barricade blocking sea traffic from Summerset Isle to the island. Magical combat has proven useless to taking them out. No aggressive attacks performed as of yet. For the last three years, no information has left the isle or gotten in, save through magical transportation. The Maormer have attacked the Isles before, but with a larger force which was mysteriously destroyed by a huge storm - they have a good reason to hate the Altmer, who banished them from the Summersets long ago.[*]Daedric cults have been taking over old ruins and restoring them to glory under the noses of the distracted Thalmor. New cults pop up ofteh, and old ones grow.[*]The Imperial Legion has been reborn in Fort Greenmoth for over eight years now, resisting all Thalmor attacks. Leadership is attributed to Sir Perrius Natha. Numbers impossible to determine. ~ATLAS~ This section details the geography of the Summerset Isles. For an understanding of where it is on the world map, check out this link -Most locations are found in canon. The geography was roughly based off of that in Arena. The Summerset Isles are composed of three islands – Summerset, the largest isle, the unnamed smaller island on the east, and Ataeum, home to the Psijic Monks. Artaeum is known for its ability to literally fall of the face of the world at certain times – this is one of them. Access is impossible.There are a number of locations to describe.Alinor: The city of Alinor is the largest city on the island, composed of three districts – the inner city, the outer city, and the docks. The docks are the home to all non-Altmer, and, obviously, docks. The outer city is where most of the Altmer reside, hidden behind massive walls. Those are nothing compared to the imposing inner wall that holds the nobles in the inner city.Outside of the city is the crater that marks the remains of Fort Bluemoth, destroyed in the Oblivion Crisis.Alinor is ruled by King Harionor, son to the former King Alinor. Harionor is not a member of the Thalmor, but supports them and allows them free reign. As such, they grant him control of the Aldmeri Dominion.Magical abilities cannot be used in the docks or outer city. This prohibition does not extent to the inner city.It is based around the only known mines of the rare material called Elven Glass, a greenish, glasslike and nigh indestrtructible material.Firsthold: Firsthold is the largest city not under the control of the Altmer. Instead, it is controlled by the Dunmer woman Queen Morgiah, widow to the later King Haroodil.It is the only city to allow the practice of necromancy (Morgiah, it is said, made deals with the great Necromancer leader Manimarco years past), and also allows the summoning and open worship of Daedra.The most striking building in Firsthold is the orrery, a massive complex where mages of great power can be found studying the sky above and recording their findings. Many vandals have tried trashing it; none have succeeded.Morgiah and the Thalmor have an unstated agreement of peace, but it is a straining one. Neither support the other, but both know not to go after the other - the Thalmor for political reason, Morgiah for her own safety.Cloudrest: The city of Cloudrest is built atop the mountain Eton Nir. It is a tiered city, one atop the other, though the bottom tiers have been abandoned for thousands of years – amidst them can be found ancient elven ruins and old daedric tembles, and the very bottom tiers are made of coral dragged hundreds of miles from the sea. Towards the very top, it is composed of cold resistant vegetation and vine bridges.Haro’Kah rules the city of Cloudrest. By all appearance and mannerisms he is an Altmer, though he is actually only a quarter so. His half-brother, Uricka, an illegitimate son to his mother (his royal parent), is often proposed to replace him due to pure blood. The Thalmor do not actively challenge his rule, preferring to keep to the shadows, but likely support Uricka.The gates of Cloudrest are closed to the public due to these political conflicts. Adventurers can often ignore this barricade by sneaking through the bottom tiers and making their way up.ETON NIR (Landmark): But a hill to the Throat of the World, Eton Nir is the largest mountain of Summerset Isle. None have ever built at its highest reaches, though its great width (the entire grey area on the map that it is marked on is its base)allows it to be spread out along the side. It is surrounded by thick rainforests. Many caverns and monsters cover the mountainside.Lillandril: The city of Lillandril is a thriving port city. It is known as a kingdom, though its government is a mageocracy – one ruled by a high council of 57 mages. The only way to get into this council is by slaying another mage on the council, and taking their position (each ears a rank, such as 13th Mage or 1st Mage) in a duel of only magic and magical items. Each council member is a powerful wizard.Lillandril allows the Thalmor in the city, but only a few members of the council truly support their conquest. The city of Lillandril likes to be left alone.Shimmerene: Shimmerene lies in the center of a great forest, and is built in multiple rings of verdant greenery that blend into the surrounds - navigation is impossible without a map. Even the houses seem composed of the plant life. It is centered around a massive island fortress overlooking a crystaline lake.The High Elf queen Vastala rules the city. She is a powerful sorceress, though few are allowed to ever see her. She is a prominent member of the Thalmor and supports them wholeheartedly. As such, her coffers are always full, and the Thalmor are based here in the city.Sunhold: Sunhold was once a much more prosperous and glorious city before it refused to yield to the Empire during its formation and was crushed by massive Golem known as Numindium. Today, it is a much smaller and more peacefully city known by the same name – the Principality of Sunhold, ruled by Prince Merus Kanthra, and Altmeri Battlemage.Sunhold is a mining city, not one of agriculture, and contains the isles only mines for the rare material Ebony – a jet black, volcanic ore able to make wondrous equipment. For this reason, Merus and his elite Battlemage guard are clad in Ebony armor. He himself is clad in Daedric armor – Ebony armor that has been infused with the spirit of a lesser Daedra.Merus is the only truly anti-Thalmor ruler. He believes that the Altmer should keep to themselves and not risk the doom that a second Aldmeri Dominion could bring. This isolationist belief is rarely given echoes of support.Dusk: The city of Dusk is located at the end of one of the many rivers emerging from Lake Summerset. Here, the land is very fertile, making Dusk an excellent location to grow crops even in the desert. Not many high elves live here, despite being ruled by one – King Lysorain, a High Elf of significant martial prowess.Far from the outskirts of the city is Fort Dawnmoth, an abandoned Legion garrison now occupied by the White Triangle bandits. Each wears an amulet, and these amulets have a 50 GP bounty on them.Skywatch: The city of Skwatch is built high in the mountains. It was once the provinces seat of Imperial power, centered on a massive dragon statue. Now, the statue is shattered, and very few men remain in the city with the still vengeful elves.In an odd twist, the last Fighters Guild remains here in Skywatch, recruiting associates whenever it gets the chance.The Altmer Mage Lord Sanmarine rules the city. He has a number of assassins under his employ. One of the rebels who took Skywatch from the Imperials, though now far older, he was both then and now a member of the Thalmor. He allows them to have their second largest base here, from which their operations on the smaller island are based.Crystal Tower (Landmark): The Crystal Tower was once the center of magical learning in Tamriel; now, the Oblivion Crisis has rendered it a shattered area. The tower is gone – and much of the information it held.The reformed Mages Guild – kept under careful Thalmor watch – has established an academy upon the ruins of the tower, conducting its remaining magical energy and slowly building a new tower.Only high ranking mages may access the tower; all may access the academy libraries and, for a fee, the Guild Guides, mages who can instantly transport one to any city in the Isles.Unfortunately, Trolls have claimed the upper levels of the new Tower – it took only one to do it – halting construction. Nobody is allowed into the area, due to the threat that killing one incorrectly may just result in an even worse situation.Navo Sharm (Landmark): Navo Sharm is the largest ruin in the isles. Ages ago, it was a powerful city; now, nothing is really known about it, even by the elves. The blame for its destruction is pinned on magic gone haywire. A sprawling area, it has many areas above and under the ground yet to be explored. It is a common meeting place for adventurers.Quetzicatirile (Landmark): A couple miles wide, Quetzicatirile is the largest daedric ruin on the Isles, built by thousands of worshippers in the past. Sacked of ancient treasures, it was claimed regardless by a small army consisting of dozens of worshippers and their daedric servants. Their allegiance is unknown. Only an army could break through their lines.Fort Greenmoth (Landmark): The last remnant of Imperial power in the Isles – perhaps even all of Tamriel. Sir Perrius Natha resides here, and despite never having been given the title, calls himself the Knight of the Imperial Dragon.Greenmoth is well fortified. It is composed of a courtyard below, facing to the see, and a large keep. From the keep leads a bridge to the small mountain into which the castle of Fort Greenmoth is built. About a mile away, on the coast, is a destroyed port.Greenmoth manufactures the fine equipment used by the Legion, and has the only smiths able to compose it. Using this equipment brands you a traitor to the Aldmeri Dominion.No assassin has ever succeeded leaving the Fort.Types of LocationsThere are, of course, more locations than these. The common types are listed below. Note that players may encounter any of these if they desire while travelling. Images are given with each one.Settlements – There are many settlements of twenty to a hundred people able to be found. Any settlement of more than a couple hundred is a village. The largest have populations breaching one thousand. None grow larger.Daedric Shrines – There are many shrines dedicated to Daedric Princes out in the wilderness. Most have at least half a dozen cultists located near them; some, however, are hidden too well for even these cultists to find. They range in age and wear.Daedric Ruins - Before the ancestors of the Dunmer broke off from the old Aldmeri Dominion long before the empire began, large keeps were made in bizarre architectural designs. These keeps are now in disrepair, though cultists with great number and great dedication try to rebuilt them. Many are based around a Daedric Shrine, and can have dozens of cultists and Daedra within. Each has a teleportation circle with unique runes allowing transport to another like it through the use of Propylon Index; these Indexes are incredibly rare and found only in the hands of powerful beings. The image shown is actually quite correct, giant mushrooms aside.Elven Outposts - These outposts are much like ruined watchtowers, dotting the landscape. They are ancient, and many are nothing more than stones now. Most that are occupied house bandit groups. The image here shows only the archietecture; outposts are larger than this.Elven Citadels – Long before the rise of current cities, these Citadels housed the ancient Altmer of old. Now, they are sealed away and ruined, having been left behind due to their location becoming unnecessarily hard to sustain or infighting and war. The Thalmor often raid these Citadels, seeking ancient artifacts of power. Over the years, many are completely empty, though some still house undead monsters or groups of bandits. The image here shows only the largest fortress; the citadel may extend quite a long ways beyond that.Imperial Ruins – These ruins are nothing more than Imperial forts. Some still stand strong; others were destroyed by attackers. They are often used by bandits and other criminals to hide within. However, unlike the ominous Elven Citadels, they are made to sustain life, and some are used to house civilians during monster attacks on a nearby settlement. The image shows a functioning Imperial Fortress, from the 3rd Era when the Empire had power.Coral Ruins – The final, and most bizarre, of ruins are those of Coral. They are literally composed of Coral – tons of it – dragged from the sea and made into the shape of massive cities. Many are located on the coastline or far off the shore. Submerged rooms, levels, or even the entire ruin are common.It is suspected Coral Ruins were created by the Sload – bloated part slug, part toad, part man abominations with powerful magical abilities from the Isle of Thras, which was long ago sunk by the combined peoples of Tamriel after the Sload killed off a massive percentage of the population with a plague.The main attraction of Coral Ruins is the presence of Coral Weaponry. Such equipment possesses powerful magical abilities. It is believed more magical oriented pieces, such as staves, were used by the Sload themselves, while weapons were given to their more powerful undead servants. ~BUILDING YOUR CHARACTER~ The typical character sheet that a player will need to use is as such –Name:Race & Gender:Training:Spellcasting:Equipment:Appearance:Personality:Biography:I will explain this step by step. Note that not everything need be done exactly as stated here - I will allow some exceptions if the profile is fleshed out enough.Name is fairly obvious; gender doubly so. Your character must have a name that fits in a fantasy setting – Bill Nye does not work for your elf mage. We don’t need to see Aerith, Sublicus, and then suddenly a Bob. Race and training and so on is a bit more complex.RaceEach of these sections details a race as far as their natural abilities in-game, and their home province (Valenwood, Morrowind, etc.) All races save for the Altmer hail from the mainland of Tamriel. Click the link for an image.Altmer (High Elf): The Altmer are the lords of Summerset Isle, and the most powerful race for the casting of magical abilities. However, just as their greatest strength is magic, it is also their greatest weakness - Altmer have an innate weakness to elemental damage types. Disease, however, has no effect upon them. Altmer can bolster their spells to greatly increase their power, and possess two additional schools of magic. They can live hundreds of years.Bosmer (Wood Elf): The Wood Elves hail from the land of Valenwood. They are the best archers in Tamriel without a doubt, and all Bosmer can use bows at undisputed mastery. They are also adept at acrobatics. They are resistant to most poisons. Their most renowned power, however, is that once each day they can exercise weak magic to dominate the mind of a common beast, the Skordaws aside. They can live hundreds of years.Dunmer (Dark Elf): The Dark Elves of Morrowind are powerful at both blade and spellcasting. Their nature grants them near immunity to fire magic, and normal fires have little effect on them. They are able to summon the spirits of their ancestors to absorb incoming blows for them through the power Ancestor Guardian once between dusk and dawn and once between dawn and dusk. All Dark Elves can use Destruction magic and short blades. They can live hundreds of years.Orismer (Orc): Despite their monstrous appearance, the Orcs are the descendants of ancient mer, making them more like elves than men. Orcs possess powerful resistance to magical effects, being able to shrug off weaker spells, and have greatest sheer physical endurance of all races. When orcs go into their berserk rages, their skins are like solid iron, able to take injuries mortal to others. They can live into their seventies; most prefer to die before fifty.Imperial: The most common human race in the past, the Imperials are rare in Summerset Isle. In comparison to their hardier fellows, Imperials display no increased physical or even magical capabilities. Due to the lack of any true strengths, Imperial characters are granted extra rewards when they are given out by the GameMaster during the story. They can live into their eighties.Redguard: The dark skinned, wiry haired Redguards of Hammerfell are known for their dislike of magic and warrior like nature. They are the best weapon users in all of Tamriel, and all learn how to wield long blades. Heightened levels of adrenaline greatly increase the ability to react to attacks, though in high stressed situations, the ‘rush’ they feel due to overload can have disastrous end results as mortal wounds finally take their toll. All Redguards are immune to poison and highly resistant to common diseases. They are not as strong or tough as Nords or Orcs, but they are much more agile. There are less Redguards than even Imperials – many returned to Hammerfell decades ago. They can live into their nineties.Nord: These huge, light skinned people hail from the land of Skyrim to the north. Nords have natural resistance to cold bordering immunity, and have an increased tolerance to electrical attacks. They are the strongest of the races, though they lack the toughness of Orcs and the quickened speeds of the Reguards. Nords typically take a favored weapon in youth, and know how to use it, be it the longspear or the greataxe. They can live into their eighties.Breton: Bretons are the last of the human race, though they are actually the descendants of human/elf interbreeding kept strong over hundreds of years. Hailing from the province of High Rock. Like their forefathers, Bretons are more adept at magic, having the capability to learn one additional spell school. Unlike the High Elves, however, they have a resistance to magic rivaled only by Orcs. They are the physically weakest of humans. They can live well past one hundred.Argonian: Argonians are one of the beast races, in this case an intelligent, reptilian humanoid. They hail from the province Black Marsh. They are incapable of wearing armor not designed uniquely for their race, but balance this with thick scales capable of absorbing most blows for them. They can breathe underwater, being amphibious, and have adapted to their homeland by having a greater resistance to diseases and completely immunity to poisons. They can live well past one hundred.Khajiit: The Khajiit, like the Argonians, are one of the beast races, though their home is the province Eleswyr. The Khajiit come in many types, with some being the size of domestic cats, and others like the Saber Cast of Skyrim. The common breed one will play as, however, is a bipedal, feline humanoid. Khajiit can see perfectly in the dark, and unlike the Argonians can use armor for the torso and arms, but helms and like must be custom made. Age is dependant on type; PC Khajiit can pass two hundred.NPC RacesMaormer: The Maormer, or Sea Elves, appear almost identical to the Altmer, albeit significantly shorter. They are immune to natural diseases and poisons, but have no vulnerabilities like their kin. They practice their own, unique magic to control snakes, and have access to their own element of Destruction, poison. They can create walls of mists, and in great numbers can cloak whole fleets of ships.Sload – The Sload appear, naturally, like a terrible sload/toad hybrids with a misshapen, barely humanoid head and something that can barely be considered arms. They practice multiple schools of magic, particularly the use of Conjuration for necromancy, and many have small hordes of undead with them.The schools of magic will be described later.TrainingWhat is ‘Training’? Well, it’s your play style. You have the magic user, rogue, and warrior.WarriorThe standard NPC is a warrior. Warriors are the most common of the classes, and the one with the most physical training. Warriors can use light and heavy armor, and can use eight weapon categories. Warrior NPCs rarely know magic; PC's may know a single school. Warriors are the only class capable (if they choose to with their character) of creating weapons and armor (over long periods of time) or repairing their equipment (in shorter time frames). Warriors can sacrifice their spell school to gain proficiency in four additional weapon types.RogueRogue can mean a variety of things - common thieves to swasbuckling heroes. They have the capability to use light armor, and have training in no more than four weapon types. Rogues will typically know two schools of magic, but may not (see below). As part of their training, rogues are far more acrobatic and more adept and jumping and climbing, along with things such as staying hidden, picking pockets, opening locks, and disarming traps. Finally, rogues can create poisons, and while there are many that must be ingested, the most common are those applied to weapons - poisoned arrows are the best way to bring Ogres down, after all. However, in order to create poisons, the rogue must sacrifice one school of magic.Magic-UserThe final type of training one can receive is that of Magic-User. Magic-users cannot use armor, save that which is bound to them through spellcasting, and are trained in only a single weapon. Magic-users have the greatest diversity of spells, being able to cast from four different schools of magic. Mages can create poisons and beneficial potions from rare ingredients. Like the rogue, the magic-user must sacrifice one school of magic to create potions and poisons.These are the three types of Training. So finally we turn to spellsThe Casting of SpellsSpellcasting allows players to draw from their natural reserves of magical energy, known as Magicka - everything has a small amount of Magicka in it, but those who use spells can actually manipulate theres. As noted above, all players have access to a number of schools of magic from which they draw their spells from. All spells require two other things – verbal components and somatic components, words of power and gestures.Spellcasting is limited only by rest. If you cast spell after spell you will tire; many experience mages learn how to wear out their enemies while in a mages duel. The GameMaster will inform you if your character is spending too much – be trustworthy about this.It is harder to cast spells while wearing armor, as it hampers somatic components. Casting time is doubled in light armor and tripled in heavy armor. This applies also when using shields and weapons; luckily you need only one hand free to cast spells.Spells can be interrupted by disrupting the concentration of a caster during the time it takes to cast it.The Schools of MagicAlteration – The College of Alteration manipulates the physical world and its natural properties. The School of Alteration basically boils down to projecting shields that block incoming physical attacks, changing weights (to burden enemies down by increasing the weight of their equipment, or lowering that of yours for greater freedom), affecting you in the water (to increase it, walk on it, or even breathe in it), to open and seal locks, and to grant greater mobility in the air (to jump incredible heights, or to slow your decent to the ground). Alteration spells can only be used on touch and take one second to cast.Conjuration – The College of Conjuration allows the mental domination and summoning or binding of equipment and creatures. The School of Conjuration basically boils down to the obvious summoning of creatures (in the hands of players, you must mark on your character sheet either Frost or Fire Atronachs), to bind weapons to the casters hand, to turn lesser undead and daedra away in fear, or to temporarily infuse energy into a corpse and animate it as an undead servant (if you choose to be able to summon an Atronach type, you lose this ability). Spells of this school are targeted at short distance and take five seconds to cast.Destruction – The College of Destruction is made up spells that cause harm to living and unliving things. It is commonly used to unleash the elements of fire, cold, and electricity in torrents or single blasts on enemies, to make targets more vulnerable to certain types of damage (commonly used to counter a species natural resistance). The creation of explosive, elemental runes is tied to this school. Spells of the Destruction school take three seconds to cast.Illusion – The College of Illusion is a set of spells used to alter the perceptions or thoughts of living creatures. The most common spells are those of reducing visibility (invisibility, which completely blocks the caster from view, but prevents them from interacting with other things or casting spells) or projecting light. Some more directly influence sight - to partially the target, or to grant the caster the ability to see in the dark. Spells of this school can also effect targets interactions – to frenzy them or calm them; to rally them or to demoralize them. Spells of Illusion take three seconds to cast, and are targeted, usually as balls of swirling green or red energy.Mysticism – The College of Mysticism allows its user to shape and focus otherworld forces for a number of effects. The most often used are those of detection (to identify the dweomers of magic items, or sense their presence, or to sense other living beings), to telekinetically move low-weight objects, or to dispel magic (either sending away summoned Daedra, though not permanent ones, or to remove an enchantment from a being). There is also a spell known as Altmeri Intervention that whisks the teleporter away to the city on the map nearest to them. Spells of Mysticism take two seconds to cast, and are targeted.Restoration – The College of Restoration allows its user to restore and fortify the body and protect it from malign influences. The most common use is to heal the casters or an allies wounds, but the purging of disease and poisons from the body is also in common practice. Restoration spells can be reversed and channeled to damage undead, causing them to actually ignite from positive energy, and held up to manifest wards that block hostile magical attacks. Spells of Restoration take three seconds to cast, and require physical contact.Specialty SpellsAll magic-users (and only that training type) has access to a singular specialty spell that they have spent years studying - for each school of magic you sacrfice, you gain one additional; for every two, another. In this case, you have complete freedom, as long as you can explain how it fits into the school, and what spells it is based on. Here are ones that you will most often see used by NPCs –Levitation (Specialty of Alteration): This spell allows the caster to actually achieve the semblance of flight, hovering around in the air as if using water walk over the water. However, the levitator is extremely slow when in the air, and must remain upright to keep balance.Dismissal (Specialty of Conjuration): By focusing an anti-conjuration and turning spell into one, the caster completely destroys an undead creature, or banishes a Daedra back to Oblivion (sufficiently powerful examples of either may remain).Command (Specialty of Conjuration): Constant summoning of otherworldly creatures wasn’t enough – this spell allows you to command weaker-willed, normal humanoid creatures and force them under your will.Disintegrate (Specialty of Destruction): The spell disintegrate channels pure destructive energy in a powerful, pinpoint beam that's capable of destroying mundane equipment with ease, and even causing severe harm to organic flesh - with enough effort, perhaps even the destruction of an entire body.Paralyze (Specialty of Illusion): An extremely potent form of demoralizing that removes all ability to move from the targets mind, holding them completely still.Silence (Specialty of Illusion): By creating a blinding and invisibility effect on sound, rather than light, the caster completely blocks all sound from exiting the target area for a short time. This prevents mages within from casting any spells. The field of silence is immobile, and can be dispelled.Chameleon (Specialty of Illusion): Grants invisibility, but without the downside of being unable to interact with other objects.Total Dispel (Specialty of Mysticism): Completely dispels all enchantments from a single being, or to send away recently summoned Daedra within 15 yards. Can be used to destroy magical constructs.Mark & Recall (Specialty of Mysticism): These two spells are the two components to an overall greater one. When first cast, it marks the location the caster is at for return later, expending a great deal of inner magicka. From then on, even with no Magicka, the caster can use Recall to immediately teleport back to that location after casting the spell.Regeneration (Specialty of Restoration): Extended training in restoration allows the caster completely regenerate another beings body (but not their own). The spell takes a full twenty seconds to cast, armored or not, as it is a chant, not a single word. During the casting, the casters body is preserved from deteriorating, save that done by external forces (so they won’t bleed out, but can be cut down), and at its conclusion, the target is restored from any injury save death itself.Other SpellcastingThere are more powerful spells NPCs may use, such as permanently binding a Daedra to Tamriel or animating undead so that they remain eternally. These spells cannot be learned by the players unless given to them by the GameMaster. They are often of ritualistic nature.EquipmentStats wise, equipment means very little, save what you have. Light armor and heavy armor refer to types of armor – plate mail is obviously heavy armor, while leather is a type of light armor. Material is also a factor. Players start off with mundane, iron, steel, leather, hide, etc. equipment at their disposal (though for weapons, the use . You may optionally have a single silver quality weapon, as below. There are, however, a few more varieties of equipment –Silver – On par with steel weaponry, silver is the most common material able to hurt creatures such as Daedra, Vampires, and overcome immunity to normal weaponry.Elven & Dwarven – Elven equipment is very expensive and hard to gain access to. It is more potent than silver and mundane materials. Dwarven equipment is similar, though it is harder to get due to being extremely limited in supply, and new dwarven equipment is not simply made. Weapon wise, they are equal, though dwarven blunted weapons have an advantage; as do elven bows and axes. Elven armor is always light (despite being a heavy looking metal, it is very light) and dwarven armor is always heavy (it’s even heavier than it looks).Mithril & Adamantium – A rare material, mithril is used typically to make chainmail suits lighter than feathers though able to survive a dragons bite. Adamantium is much like mithril, though far heavier and more durable. The weapons are relatively equal, dependant on purpose – adamantium is tougher, mithril is lighter. Mithril armor is always light, and adamantium armor is always heavy. Mithril weaponry is inferior to adamntium, save for those which need to be lighter.Glass & Ebony – Glass and ebony are both volcanic, are the rarest of natural materials. Glass is very light, and though it looks brittle, the greenish material is almost impossible to bend, and when it does, it can rarely ever be snapped. Ebony is almost impossible to damage without magical items or spells. Glass weapons are lower quality than ebony ones, but also lighter and often sharped. Glass armor is always light, ebony is always heavy.Daedric – Daedric equipment is extremely rare – only a few complete sets exist on the mortal plane, despite the number of mages to be found. It can be found as a heavy armor. Daedric overcomes resistances as silver, and weapons of this quality can completely sunder lesser weapons. Daedric armor is extremely heavy, a price to pay for being almost invulnerable to all harm.There are other types of equipment as well. Orcish armor, dreugh armor, all sorts can be found and imagined. These are just the guidelines.Standard adventuring equipment includes backpacks, climbing gear, lockpicks, and anything that can help you on your quest.All I ask for this is a simple – don’t go overboard. If your character is supposedly pretty wealthy, they will have better stuff at their disposal, but never any better than what is listed here.However, there is one last thing for weaponry and the like – proficiency. There are a number of weapon ‘categories’, the number you can use based on training. List which ones you can use with your training –Long Blades – Longswords, claymores, broadswords, scimitars, etc.Short Blades – Short swords, daggers, etc.BowsCrossbowsSpearsPole AxesAxesHammers & MacesFlailsPicksStavesOther (more exotic weaponry; only one weapon of each type, such as the whip, or the double-bladed sword, and you must have proficiency in a weapon type similar, such as long blade for the latter or flails for the former)The standard currency of the Summerset Isles is the Gold Piece (GP). Typically, weapons of iron quality are purchased in the tens of gold. Gold is unnecessary at character creation and is simply a reward that is found over time (players can simply gain small amounts while out adventuring). No more than 200 GP can be available to players when they start the game. Anything worth value they don’t already have is worth far more than that.Magic ItemsDespite what many would have you believe, Magic Items are quite common. Most adventurers have them. They come in thousands of forms and levels of enchantment. The number of characters you have is noted later; between all of them, you may have two [2] magic items not including ones found while adventuring.Do whatever - if it's too powerful it won't be approved; if it seems underpowered I'll let you know.Appearance, Personality, and BiographyWith that finished, we move on to appearance and biography. Each race has a typical appearance - such a typical picture is listed with the species. Altmer are the tallest of the races, and Bosmer are the shortest – Nords are not as tall, but much wider than even the largest Altmer.Your personality gives a list of your characters personality - how they behave, their mannerisms, the like. Please also include the Lawful/Chaotic/Good/Evil/Neutral alignment that most matches your character if you know what it is.Your biography is a personal compilation of at least fifty words that describes your characters history – who they are, what skills they have, their job (if any), any relatives worth mention if you choose to, maybe a list of former masters even. Anything and everything you think is worth mention put down. This includes age.Because if you say you’re an alchemist or a blacksmith or something, and I don’t see it in the Biography, you can’t do it. Even for a class feature.If you are familiar with the Elder Scrolls mythos (this is not required), you can choose to make note of your Birthsign and what your Class would be. This does not effect your game stats, but it's how you will be adressed. ~BESTIARY AND CURSES~ This section covers the last two things before the rules – the creatures of Summerset Isles, and the curses of Vampirism and Lycanthropy.BestiaryThere are numerous creatures that an adventurer may encounter during their journeys. They are recorded here by type, and listed in order of power. All creatures listed here may be faced whnenever you feel like; others are extremely rare or powerful and will only be encountered if the GameMaster deems that it is to be brought into the game.Beasts (Magical & Mundane)Beasts are the common creatures of the Summerset Isles. In some cases, they are just oversized forms of common creatures (giant rats and snakes, or even giant spiders and scorpions). In other cases, they are hybrids of other creatures (the Cliff and Jungle racers are lightning fast reptilian/bird hybrids, Wix Hounds are wolf/insects, and the Durzog is a massive [in size and intelligence] amphibious dog/fish often found serving Goblins).The most powerful beast of Summerset Isle is it’s truly unique Skordaws, twelve legged spiders with two additional spiked arms and huge, poisoned stinger tails, capable of reaching of fifteen feet in length, not counting the tail. The Skordaws is the only normal beast of the Summersets that requires more than one character to fight.ConstructsIn the oldest tombs and in the lairs of great mages, constructs can be encountered – and woe to the one doing the encountering! They are immune to poison and disease, and no magic can harm them, save that listed in the specific entry. Illusion magic has no hold over them. They never need to breathe, eat, or sleep. Luckily, they are completely mindless, meaning outwitting them isn’t very hard.The most common constructs are Golems. Dwarven or elven weapons (or better) must be used to harm them, even if the weapons are enchanted. Lightning spells are potent on golems. The most common form is the stone golem. Unlucky individuals may face iron golems, which are identical save for appearance, and that adamantine or mithral, or better, must be used.DaedraThe Daedra hail from the extraplanar realms of Oblivion. Commonly, they are found in the service of a single Daedric Prince (refers to both males and females; Daedra have no truly definable gender, just a preference for manifestation). They are – Azura, Queen of Dawn and Dusk; Boethiah, Prince of Plots; Clavicus Vile, the Pactmaker; Hermaeus More, Demon of Knowledge; Hircine, the Hunstman; Jyggalag, Prince of Order; Malacath, God of Curses; Mehrunes Dagon, Prince of Destruction; Mephala, the Webspinner; Meridia, Wayward Solar Daughter; Molag Bal (best not to speak of his one); Namira, the Spirit Daedra; Nocturnal, the Mistress of Shadows; Peryite, the Taskmaster; Sanguine, Lord of Revelry; Sheogorath, Prince of Madness, and Vaermina, Lady of Nightmares.Princes reside within their own realm (though some have many) in Oblivion, served by countless lesser Daedra. Some are highly malevolent (Molag Bal and his minions); others (Azura and her servants) seem to truly care for the well being of their followers. They cannot physically enter the realm of Mundus, in no small part thanks to the sacrifice of Martin Septim. Their servants, however, can, with the aid of mortals.It is commonly held that if a being petitions to a Daedric Prince, they will be given a task, and rewarded with a powerful artifact. All save Jyggalag have at least one artifact associated with them; some have many. However, only a few are of their own make. Goldbrand, an artifact of Boethiah, was forged by Dragons; the Ebony Mail, however, was of his own make.All Daedra are immune to normal weapons; no disease or poison of mortals can harm them. Their natural weapons are considered magical. When slain, Daedra are not dead forever, but simply await reforming in Oblivion.There are no wild Daedra; they are only met in Daedric Ruins or summoned by spellcasters. The most commonly summoned Daedra are Atronachs of the Flame and Frost varieties. Flame Atronachs are the physically weaker of the two, having fragile looking, humanoid forms. They are immune to fire, but weak to cold, and have access to powerful fire related magic. Frost Atronachs are immune to the cold and vulnerable to fire. They appears as hulking humanoids with crystaline bodies. They have access to cold related magic, but not . Both types of atronach reflect one out of every eight spells cast upon them, and hate each other immensely. Both are about equivalent to players in combat, but the process of being summoned through Conjuration magic leaves them in a weakened state. There is a third variety of Atronach, the Storm Atronach, that is significantly less intelligent than its fellows, but far more powerful than either. Atronachs are led in the planes of Oblivion by multiple Princes, who supervise them with the aid of Monarchs, the most powerful and intelligent members of their species.Many other Daedra exist, found at the shrines of their lords. Scamps and Clannfears, for instance, are herded about by Dremora at shrines to Mehrunes Dagon. Winged Twilights, on the other hand, may be found serving Azura, and Aurorans serving Meridia.If you are planning on assaulting a Daedric Ruin to a particular Prince, but lack knowledge enough for the Elder Scrolls world to know what would be found there, drop a Private Message. This applies to anybody regarding those Daedra with little revealed about them in-game.HumanoidsBesides the primary PC and NPC races, a number of more bestial humanoid types can be encountered.The most common is the Goblin – Goblins stand at barely the height of Bosmer, and are extremely vicious creatures usually found as slaves of the Altmer. They are led by officers, more powerful Goblins with the abilities of a Warrior PC and the size of a Nord, but with inferior training and equipment, and little spellcasting knowledge. Occasionally, however, you may meet a ‘free’ group of Goblins – and you don’t want to. Such goblins are much better trained and have superior equipment, and can be found led by Warchiefs, powerful Goblins standing as tall as high elves and three times as wide, using massive weapons and possessing decent knowledge of spellcasting. They are also highly intelligent, and can speak in common tongues.The Lizard Man is a dull witted, amphibious race. Though they appear to be oversized Argonians, they are a completely different race. They fight unarmed or with clubs.Centaurs are typically the dullest of these races, barely more intelligent than horses. They appear as horses with the head replaced by the upper body and head of a man. They often use spears.Gargoyales are a race of humanoids with large horns and wings. Their skin is composed of stone, and they can turn into living statues. In order to move, however, they must soften their skin – they are must vulnerable when flying. Many use spears, picks, flails, or their claws.The Dreugh reside under the waters. With crab claws for hands, thick carapaces, and legs replaced by the arms of an octopus, they are living nightmares.Imga are the most civilized of these humanoids. They reside within the cities of Summerset Isle as inferior beings. These ape-like beast men see themselves above humans, but worship the Altmer as gods, and try to mimic them as best they can.The most powerful of humanoids one will likely meet is the Ogre. Ogres are towering behemoths, nearly twelve feet tall. They lack the intelligence to use anything other than their fists and rocks. Their skin is like solid stone. They are said to be vulnerable to poison.There is one other race, the Summerset Trool. Pray you never meet one.UndeadNo being is more foul than the undead. Immune to cold, illusions, poison, and disease, and unaffected by hunger, age, or the need to breathe, the undead are truly vulgar. In many cities, their creation is illegal – and with good reason. While many terrible types of undead, from Ghouls to Zombies, may be encountered, including a few incoroporeal varieties, they are quite uncommon.Skeletons are the weakest of the undead; skeletal corpses of humanoids given the semblance of life. They are the most common undead. They can only use simple weapons. More powerful necromancers animate Legionnaires, skeletons with a sliver of intelligence allowing them to use armor and more complex weapons like bows.Revenants are encountered only on Summerset Isle. All can use mysticism spells. They most common is the Guardian Revenant, an Altmer skeleton that wears steel armor and silver longswords that disintegrate upon their death. They are encountered either alone or in pairs in ancient crypts. More powerful revenants, the Golden and Arcane, are encountered only guarding truly great sources of treasure, and will only be seen with GameMaster consent.Vampires are powerful undead lords, and are described under the Curses heading in further detail.NPCsNPCs are a much more complicated matter. They are found in various forms of abilities and powers. Generally, common farmers and poorly trained militia are easy pickings for the average player. Skilled warriors, such as a Fighter Guild member or Maormer NPC, are dangerous, but only in numbers of three or more. The average town guardsman, the leader of a bandit camp, or similar examples are the equivalent of the average PC. Sload NPCs are normally around this level. The most powerful of NPCs can easily best the average player – the captain of the city guard or an archmage, along with some of the city leaders.Maormer and Sload NPCs are not to be encountered without GameMaster consent. The same goes for Vampire NPCs. Knock yourself out with Werecrocodiles though.Curses There are all sorts of curses whispered about by common folk, but only two are true threats to players – Lycanthropy and Vampirism.Lycanthropes (beings with the curse Lycanthropy) are encountered as Werecrocodiles, who appear as massive, scaled humanoids with huge crocodilian snouts. If you are bitten by a Werecrocodile and live, you will receive the disease Sanies Reptilius, a fatiguing disease that within three days morphs into Lycanthropy, which causes the player to change at the start of each night, once the sun goes down, into a Werecrocodile. Those immune to disease cannot become Werecrocodiles for this reason, even with this resistance removed.It can be noted that lyanthropy refers to wolves. As the first and most common lycanthropes were werewolves, the term remained steady for all breeds of were-beasts (there are many besides werewolves and werecrodiles; however, only werecrocodiles and weresharks can be encountered this far south, and the latter reside only towards the east)In this form, the player has extreme sense of smell, and is immune to normal weapons – though vulnerable to silver. They are highly resistant to magic as well. They have complete control, save an overwhelming hunger for the flesh of man or mer – preferably elf flesh. Werecrocodiles have natural regeneration that heals their injuries over time, but they lose it until they feed, and when they return to normal at dawn, they are even weaker than they were before, becoming progressively weaker until they finally feed – though this will never be lethal.A being known to be a lycanthrope will be hunted down.Outside of Werecrocodile form, the players size becomes slightly larger, and their skin slightly thicker (but cracked in a few places). They also heal injuries quicker and are immune to disease. However, their soul changes in the process, becoming a white soul of their equivalency (greater for a player) over a period of time, and they retain a great weakness to silver.Vampirism brings greater benefits but greater penalties as well. A being becomes a vampire by having a portion, but not all, of their blood drained by another vampire. They receive the disease Porphyric Hemophilia in the process - disease resistance cannot save you in this case. Within three days time, they will die – and upon their burial, at midnight they rise as Vampires, if their will was strong.While a Werecrocodile may not be evil, just cursed, a Vampire is completely and irrevocably evil. There is no good vampire, no vampire with a soul. The fact is you’re a monster. And as such, rather than a black soul, a vampire is an undead and has no soul.A vampire is undead – they gain all the benefits of this. The only benefit they do not gain is the bonus against illusions, they do, however, have an immunity to paralysis. Most vampires use illusion magic, and gain a benefit when using it. They become much quicker, stronger, and more agile, and a weaker one can grab an iron longsword in their bare palm and pull it away from the user with a quick gesture. This comes along with a much faster mind, allowing such things to happen.However, vampires are weak to fire, and in the sunlight their body begins to rapidly char up and burn away. Within a minute, even the most powerful vampire will die; when exposed to dawns first light, destruction is immediate.In addition, a vampire must feed upon the blood of mortals – Imperials and Nords are best for this, though Redguards and Bretons are also on the menu. Elves and the beast races are also acceptable, but considered poor taste. A vampire, being undead and immortal, need not feed, but their appearance begins to erode away as they do so, and many vampires are highly vain. In addition, vampires become progressively weaker the longer they go without feeding. ~CRAFTING~ The process of alchemy (the creation of poisons and potions) is a complex one in the world this RPG is set in, but basically it boils down to –In order to make potions or poisons, you need the required ingredients – nightshade, for instance, is a poisonous plant used to make especially deadly poisons. However, when combined with other things, it may produce a more positive effect. Once you have ingredients, go to an alchemists work station – most cities will have one – and make the potion. If you want to be certain which ingredients do what, check the UESP Wiki pages for ingredients. Order of precedence for effects is (Morrowind -> Skyrim -> Oblivion)The repair of equipment and its creation is possible for Warrior type characters. While repairing, given the right set up, is capable of being done in a reasonably short time frame, creating equipment takes a much longer period of time and a great deal of effort. ~THE RULES~ The RulesRule 1 – Have fun. Please.Rule 2 – No flaming another member.Rule 3 – No spamming up the topic (Pretty much follow all Forum and BZP rules! That's a given.)Rule 4 – All posts should contain at least one In Character post OR be used to post profiles.Rule 5 – Posts must be IC/OOC, as described below.Rule 6 – Do not godmod, which, is when you act invincible when combating another player, or even monsters and NPCs – you can take a Mudcrab (giant crab), or even 10, but 150 will eventually bring you down.Rule 7 – Do not bunny, which is controlling another persons character.Rule 8 – Do not autohit, which is landing an injury on another character, hitting them instantly with a spell. Something like pushing a hand off your shoulder is alright; stabbing it with a knife is not.Rule 9 – Do not suddenly pull out a superpowerful weapon you never had listed before. If it’s not on your character sheet, you don’t have it (whenever you gain gold or an item, you should edit your sheet to show this). This means everything. You cannot use an item, even if you have it, until it’s on there. Just to avoid difficulties.Rule 10 – Keep in character. Your characters do not say ROFL or LOL. They might laugh, chuckle, but they won’t call themselves ‘gibberish’ or say how much they are ‘Like a boss’.Most corporal punishment for breaking rules is applied to the character breaking the rules. I punish the character you seem to like the most if it happens to be the player more than the players playing of the character. Punishments will be dealt based on the problem.Players are allowed to have two characters, their primary and their alternate. Gaining other characters is a reward that is earned by one or two people at the end of a portion of a story arc that they participated end (only two character slots can be earned by one person, and only one per story arc – thus, if a story arc has three acts to it, and you go through all three, you cannot gain two character slots. You either have to participate in other arcs, or use your alt in the same story arc.If you tire of one of your characters, ask the GameMaster. If they had had a good run, or are given a reasonable death, you may retire them. You cannot simply kill off a character randomly and just because you feel like it, however. And if you retire your character, rather than kill them, you may, in time, bring them back again.Note that time is kept by the GM. The first post in-g
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