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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.

 

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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

 

  1. All BZPower rules, guidelines, and common courtesies apply. Of course.
     

  2. No godmodding, metagaming, bunnying without permission, or other such behaviour. Just be reasonable.
     

  3. 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.
     

  4. Flaming, spamming, flamebaiting, insulting other players, etc., etc.: nah, not cool. Not tolerated. Sorry to disappoint.
     

  5. 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.
     

  6. 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.
     

  7. 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.
     

  8. 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.
     

  9. 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.
     

  10. 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.

Edited by Perplexed
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THE ELDER SCROLLS
___________________________________________
A S H F A L L

 

 


LORE POST

 

Much of the backstory of Morrowind and The Elder Scrolls series in general is found within the details. As such, we have crafted a dedicated "Lore Post" for players to use as a guide to the history and expanded universe content to supplement this TBRPG. Links to relevant Wikia articles will be provided, as well as a compact glossary of terms, and other useful items, listed below. You can even search the Elder Scrolls Wikia and the UESP at your leisure if you wish.

 

 

Table of Contents


I. Detailed backstory of Ashfall

II. People & Culture of Morrowind

III. Geography, Climate, Flora & Fauna of Morrowind

 

IV. Other Influential Factions

 

V. Extended list of Locations
 

VI. Glossary of Terms


- - - -
 

 

SECTION I
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DETAILED BACKSTORY OF ASHFALL

 

 

After the traumatic events of the Oblivion Crisis, which left much of Morrowind desolate and forced the most of the Imperial Legion to withdraw back toCyrodiil, Morrowind was granted its long-awaited independence in the worst way possible: left alone to deal with its problems, the land of the Dunmer was struck by an even worse cataclysm: the Red Year.

 

The Tribunal - the living Dunmeri triumvirate of gods; AlmalexiaVivec and Sotha Sil - had not appeared in public, except for a few cases, for the better half of 300 years. Yet, in situations such as the Oblivion Crisis, they would always appear for the purpose of defending their people from evil. Their failure to appear this time quickly spurred rumors, seemingly true, of their demise: it was said that Vivec was seen being kidnapped into Oblivion by a host ofDremora, or that Almalexia and Sotha Sil had both been slain by the Nerevarine years ago, under the city of Mournhold. Whatever the case, in 4E 5, Baar Dau, the giant planetoid suspended above Vivec City by the power of Vivec’s divine will descended, crashing into the city and sending a seismic shockwave that triggered an eruption within Red Mountain, covering the island of Vvardenfell and its surroundings in ash.

 

As the sky turned crimson and ash began to fall, the Dunmer of Morrowind were just beginning to bear witness to the potential destruction of their province. The Argonians of Black Marsh invaded the province, ravaging its southern and eastern territories - partially in retaliation for the centuries-long institution of Argonian slavery, abolished only recently in Morrowind, and partially in an attempt at expansion. Mournhold, the capital, was razed; King Helseth, the last icon of Imperial authority in the province, fled back to Cyrodiil, failing to rally even the support of his own House Hlaalu. Hundreds upon hundreds of refugees began to flee Morrowind as the Dark Elf homeland fell into crisis.

 

With the Imperials gone, and no central power established, only one Great House - House Redoran - still retained a military force large enough and a political base untouched enough by the ills that beset Morrowind to pose a challenge. In a surprisingly successful military campaign, Redoran raised a standing army that threw back the Argonian invaders; although much of the southern borderlands between Morrowind and Black Marsh remained disputed territory afterward, Morrowind was singlehandedly saved by the Redoran. In 4E 9, after a four-year-long brutal war, the An-Xileel of Argonia signed an interim peace treaty with House Redoran - with the implication that they represented the entirety of Morrowind, signifying a radical change in the power structure of the province.

 

Understandably, many took offense at this - House Hlaalu, in particular, was immensely outraged. The next two years saw intense feud between the Houses of Morrowind, especially between House Hlaalu and House Redoran. House Hlaalu, after all, had dominated Morrowind since the Armistice and viewed Morrowind as being theirs to rule; furthermore, they had once had the support of the Empire. On the flipside, House Redoran positioned themselves as the anti-Imperial, patriotic force, the “hereditary defenders of the Dunmer people” - and the Hlaalu, after the withdrawal of the Argonians and Imperials, remained as the last enemy the Dunmer people had to defeat. This perception was grounded in the idea that Hlaalu continued to support a return of Imperial rule - a notion rejected by every other House and the vast majority of Dunmer across Morrowind.

 

In an effort to “resolve” the escalating political feud, and to provide Morrowind with formal government, in 4E 11 (this year), House Redoran has called a meeting of the Grand Council, for the first time in seven years, which all of Morrowind’s Houses will attend. Although they had refused to attend this meeting altogether, House Hlaalu was persuaded with a serious concession from Redoran: that the meeting would be held in Narsis, the capital of House Hlaalu. However, with tensions between houses, guilds and factions escalating, it is widely believed that this meeting may not be as peaceful as its organisers claim - a belief only reaffirmed by the decision of the Great House Redoran to bring its army to the walls of Narsis for what seems remarkably like peace negotiations...

 

War is, once again, on the horizon.

 

 

- - - -
 

 

SECTION II
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PEOPLE & CULTURE OF MORROWIND

 

 

Morrowind, known as Resdayn in Dunmeris, is the homeland of the Dunmer, or Dark Elves, the ash-skinned, red-eyed Elven peoples who compose by rough estimate 80 to 90 percent of Morrowind's population, the remaining proportion being split roughly equally between the many other races of Tamriel. The "dark" in the name "dark elves" is widely understood to mean "dark-skinned", "gloomy", or "ill-favored by fate" - the Dunmer's national character embraces all these connotations remarkably eagerly. This fiercely independent people descends from the Chimer, a people estranged from their High Elven cousins by their worship for the spirits known as Daedra, namely the Daedric Lords Azura, Mephala and Boethiah. Led by the prophet St. Veloth, the Chimer left the Summerset Isle and settled the promised land of Morrowind, shown to them by their gods.


Dunmer society is largely split into two main groups: the Great House Dunmer and the Ashlanders. The Ashlanders are nomadic tribal groups who live strictly by the ancient rituals and traditions of the ancient Dunmer. They live freely, without interruption from the authorities; every Ashlander clan is ruled over by an ashkhan, but the role of the ashkhans is far less important than that of the wise women, who are responsible for the keeping of the lore of the ancestors and thus for dictating what can be understood as Ashlander law.


The Great House Dunmer compose the vast majority of the Dunmer people; their society is arranged around Great Houses, which had once been large clan-like structures but in modern Morrowind are far more resemblant of political parties. Each Great House is ruled by a Ruling Council, chosen by its members, and the five Great Houses effectively control most of the territory of Morrowind between them; although, as said before, once they had been linked to family ties, in modern Morrowind it's rather likely you'll find members of the same family who might be aligned with different Great Houses, and the influence of different houses ebbs and flows over the centuries, some houses disappearing entirely and new ones rising in their place.


The Dunmer traditionally venerate their ancestors and worship a trio of gods consisting of Azura, Mephala and Boethiah, who they regard as the greatest ancestors of their race; an interpretation unheard of among most other Elven peoples. Until quite recently, worship of the Tribunal - a trio of Chimer who used unholy power to make themselves living gods - was dominant among the Dunmer, but this dogma is now kept by only a minority after the deaths and/or disappearances of all three members of the Tribunal. Dunmeri religious practices encourage charity and abhor necromancy, which is considered illegal in Morrowind - except for certain practices that are considered forms of ancestor worship, such as using the energy in ancestral remains to ward off evil spirits.


Aside from the Dunmer, the land of Morrowind is populated by members of many other races (specifically Bretons, Imperials, Nords, Redguards, Altmer, Bosmer, Orcs, Khajiit, Argonians and Reachmen), about which you can read up on here. Nearly all of these, except for a few Argonian populations in the southern border regions, have come to Morrowind as immigrants during the Third Empire's dominance of eastern Tamriel.

 

 

- - - -
 

 

SECTION III
___________________________________________

GEOGRAPHY, CLIMATE, FLORA & FAUNA OF MORROWIND

 


Once a place of beauty, with plenty of vegetation, the fauna of Morrowind roamed peacefully among the rolling hills to the south and the mountains in the north, east and west. However, the eruption of Red Mountain in 4E 5 brought about the destruction and death of this once marvellous landscape. Lava and ash spewed from the volcano covered the vast majority of the province and some surrounding areas in volcanic chaff, ash, and dust, choking the life out of vegetation and rendering the air hot, stale and poisonous.

Years later, the worst the Red Year had to offer has long since expired, but ash still covers much of Morrowind's surface, and ash storms are frequent. The Dunmer and other peoples of Morrowind have had to adapt in order to survive in this harsh new environment, as have some of the creatures that once lived in the province - the ones that weren't wiped out, at least. If that wasn't enough, much of Morrowind's southern regions were left untouched by ash - trees continued to grow, flowers and fungi sprouted, grass still came and went with the seasons - Much of this delicate preservation of Morrowind's past was shattered by the Accession War, as the Argionians of Black Marsh invaded and led a vicious assault northwards, destroying much of what was in their path, and further bludgeoning Morrowind's biosphere.

MudcrabsSlaughterfish and Rats still abound all over and around Morrowind, and the AlitNix-HoundsShalk and Kagouti usually roam freely. Guar have been carefully caught and bred, as food shortages have become commonplace. Netch are treated much the same, but have been relatively unaffected by the Red Year in general. Cliff Racers were nearly wiped out after the eruption; none are seen in the north, and very rarely in the southern regions. Many have migrated to Cyrodiil. Dreugh are rarely seen. Durzogs have multiplied in number and roam the surface, though Kwama are still primarily found in underground caverns. Silt Striders are slowly dying out, one by one, as a result of the Red Year. Many can still be seen and used for transport, but their numbers are dwindling.

As for the flora of Morrowind, many of the plants previously growing have also adapted to the new conditions following the Red Year: ash yams are farmed en masse to curb the food shortages. Mushrooms, lichens and other sorts of fungi pop up on Morrowind almost everywhere, but large concentrations of them, as well as giant mushrooms used as dwellings can be found in the northeast, in the Telvanni regions, who cultivate the fungi through the use of magic and wizardry. Wickwheat, scathecraw, trama root, corkbulb root, Bungler's Bane, bittergreen plants, marshmerrow and chokeweed abound all over the province.

 

 

- - - -
 

 

SECTION IV
___________________________________________

OTHER INFLUENTIAL FACTIONS

 

 

Ashlanders - Although they should perhaps not be understood as a “faction” in a literal sense, the Ashlander clans of the Urshilaku, Ahemmusa, Erabenimsun and Zainab represent an ever-more influential grouping of Dunmeri society. With more and more elements even within the Temple rejecting the Tribunal’s divinity and returning to a model of worship more alike that of the Ashlanders themselves, worshipping “the Reclamations”: Azura, Mephala and Boethiah, the Ashlanders are becoming gradually perceived not as barbarians as in the past, but as a select group of those who, even during the rule of the Tribunal, did not reject the “true faith”, as it is widely understood. This gives the Ashlander clans, who after the ruin of Vvardenfell have mostly migrated to the mainland, and especially their wise women great moral authority.

 

Morag Tong - The traditional assassin’s guild of Morrowind, who celebrate murder in the name of Mephala, the daedric goddess of secret plots, murder and sex. In Morrowind, the assassin’s trade is a time-honoured profession and assassination is maintained to be entirely legal; in a sense, they actually maintain a valued and important role in Dunmeri society, as honourable assassinations are considered a valid way to resolve conflicts between influential members of Great Houses, thus preventing civil war. The Morag Tong are considered masters at their art, having once successfully singlehandedly triggered the downfall of the Second Cyrodiilic Empire with the assassination of Emperor Reman III and his heirs. House Redoran disdains the Morag Tong, as do the Indoril; House Telvanni does not take them seriously, as the power of their mage-lords prevents assassination from being an especially high risk. Houses Hlaalu and Dres, however, have no qualms about employing the Morag Tong and frequently do.

 

The Tribunal Temple - The Tribunal Temple is currently in its most fragile state in centuries. With the disappearance of its three living gods, Vivec, Almalexia and Sotha Sil, the Temple, still nominally under the control of its Lord Archcanon, Gavas Drin, is rapidly descending into something of a civil war of its own. With the end of the persecution of the Dissident Priests and the Nerevarine Cult, and the reintegration of these movements into the Temple hierarchy, the Temple is now torn between various factions and camps that propose various restructurings of Temple dogma and belief, the most dominant grouping being the reformers led by the former Dissident Priests, who advocate a return to ancestor and Daedra worship, supported by an ever-larger proportion of Dunmeri society. A small circle of traditionalist Almsivi worshippers around Gavas Drin is fiercely committed to maintaining the dogma of the Tribunal’s divinity, and a belief that there must be an explanation for their disappearance that does not imply their mortality; yet this dogma, with the fulfilment of the Nerevarine prophecy and with the Tribunal’s absence, is becoming ever more difficult to justify even among its members, with more and more men and women of the cloth turning to the worship of the “Reclamations” - Azura, Mephala and Boethiah.

 

Although support for these opposing dogmas does not usually correspond with Great House or guild membership, Great Houses Dres, Redoran and Hlaalu tend slightly towards the reformist doctrine, while Telvanni is generally apathetic and Indoril overwhelmingly supports the traditionalist wing. Among guilds and lesser factions, the Morag Tong, as worshippers of Mephala, have a natural affinity for the reformist dogma, as of course do the Ashlanders. The Camonna Tong, however, maintain a fierce loyalty to the Temple traditionalist doctrine, which, due to Camonna Tong’s influence in House Hlaalu, allows Drin’s traditionalists the comfort of knowing House Hlaalu itself will likely not formally support the reformists.

 

Camonna Tong - Morrowind’s largest crime syndicate, the Camonna Tong is a xenophobic, ultra-conservative and widely influential criminal force that maintains an almost unbreakable, choking grip over much of Morrowind’s criminal underground. Until recently having effectively controlled the political life of House Hlaalu on Vvardenfell, as well as having played an integral role in maintaining the illegal skooma trade between the east and Cyrodiil, the Red Year failed to put an end to the Camonna Tong, which merely relocated all its main operations to the mainland, using the chaos of the war with Argonia to spread its reach. Although on the mainland its influence on the leadership of House Hlaalu is by no means as widespread as it was on Vvardenfell, it still has a very powerful voice in Hlaalu’s internal politics and very few decisions go ahead without the syndicate’s approval.

Thieves’ Guild - the Morrowind chapter of the Thieves’ Guild has been immensely damaged by the war and the withdrawal of Empire authority, paradoxical though it might seem. Without the Empire, the Thieves’ Guild has been facing harsh punitive measures from Great House authorities and terrifying competition from the Camonna Tong; however, after the collapse of the Mages’ and Fighters’ Guilds, the Thieves’ Guild is the last remaining Imperial guild still standing in Morrowind and the main source of competition in the criminal underground for the Camonna Tong.

 

 

- - - -
 

 

SECTION V
___________________________________________

EXTENDED LIST OF LOCATIONS


 

Firewatch - Located deep in the House Telvanni-dominated northeast, and until recently the largest Imperial colony in Morrowind, which used to boast around ten thousand residents, Firewatch is built almost entirely in a typical Imperial architectural style, with a large Western castle and hundreds of houses not unlike something you’d find in the distant west, in High Rock or Cyrodiil. It must be noted, however, that Firewatch’s civilian population is, at this point, barely above zero; most colonists returned westward with the withdrawal of the Empire.

 

Firewatch, however, did not return to Telvanni hands. Its local Imperial Legion garrison, commanded by General Salvius Valerius, went rogue and refused to leave Morrowind during the Oblivion Crisis, not so much out of a concern for the people of Morrowind as because of a refusal to abandon one of the most lucrative provinces of the Empire. This garrison, numbering around 600 men, swore a repeated oath of allegiance to the already-gone Septim Dynasty, forming an alliance with House Hlaalu and claiming at supreme military authority in Morrowind in the name of the long-dead Emperor. Henceforth, Valerius’ forces would be popularly known as the Gold Legion, or more popularly among the local population, “those n’wahs”. Although the city was one of the sole safe places in the northeast, due to its high walls and defenses, during the war with Argonia, what little civilian population remained in Firewatch after the Oblivion Crisis quickly dispersed after Valerius attempted to rule the area as his own personal fiefdom, levying a high “war tax” on the citizens and regularly forcing surrounding farms to give his men tribute in food. With fewer and fewer civilians tolerating life in the city, Valerius has been increasingly reduced, especially since the end of the war, to relying on Hlaalu assistance, who have been supplying him with provisions and reinforcements even as his own personal army dwindles, and has in all effects become an upjumped hireling of the Hlaalu. His calls for help from the Imperial Province have mostly been ignored and perceived in the Imperial City as appeals from a rebel and a deserter.

 

Necrom the Necropolis of Necrom is one of the Dunmer’s holy cities and one of the oldest, predating even Mournhold, let alone now-destroyed Vivec. The first thing a traveller to Necrom notices is its cemetery, a truly vast (the size of a good ordinary city) sea of graves and mausoleums that rings the central area - a fortified temple district decorated with huge statues of the Dunmer’s holiest ancestors and giant shrines that until recently were predominantly dedicated to the Almsivi, and are now increasingly rededicated to the Reclamations. Nearly all of the population, which lives in the outer ring around the necropolis, lives off the tens of thousands of pilgrims that visit the city every year. Necrom is such an imposing sight that even the Argonian invasion force dared not touch the graves of the Dunmer’s ancestors, or even approach the city.

 

After the war, due to the destruction of their ancient cities of Ebonheart and Mournhold, what little remained of House Indoril relocated to Necrom, as did the Temple hierarchy fleeing Vvardenfell and Mournhold.

 

Tear Also known as Dres, Tear is the ancient capital of House Dres, situated in the hot, borderline tropical climes of southern Morrowind, surrounded by large saltrice plantations and, further afield, vast swamps and marshes that are much alike those of Black Marsh further south. The city itself is a large trade port built in a traditional Dunmeri architectural style, situated on the mouth of the River Dres, a minor swamp river in southern Morrowind.

 

In an older, darker age it was also the center of the Padomaic Ocean slave trade; as such, during the war, the Argonians sacked it with a particularly vengeful prejudice, identifying the city and House Dres as a whole as one of the prime sources of their suffering. However, the Dres hierarchy escaped inland during the war, enabling the house to retain much of its wealth intact; after the war, reconstruction started and completed much faster than in the lands of any other house, in no small part assisted by the efforts of the Redoran. Although no longer one of the most lucrative ports of Tamriel, Tear’s best days are surely yet to come.

 

Kragenmoor - Kragenmoor is House Hlaalu’s second largest city and, strategically speaking, perhaps the most important, situated between the Valus and Velothi mountain ranges in the Shadowgate Pass, one of four passes linking Morrowind and the Empire. Kragenmoor’s high walls and shadowy towers are thus quite literally a gateway to Morrowind or out of it, and, what’s more, provide House Hlaalu with an easy back door to their allies outside of Morrowind, particularly Cheydinhal in Cyrodiil, whose Count is a Hlaalu retainer and where the Great House’s treasury is kept. At the heart of Kragenmoor is one of the toughest fortresses in Morrowind, rivalled only by those of Blacklight and Firewatch - a truly remarkable castle that, in typical Hlaalu style, merges Imperial and Dunmeri influences in an imposing militant display.

 

Sadrith Mora - Once the prime Telvanni town of Vvardenfell, Sadrith Mora has only grown since the Red Year, paradoxically enough; its location on an outlying island in Zafirbel Bay, far enough from Red Mountain to avoid damage by either ash or lava, has made it a remarkably safe location for refugees fleeing other Telvanni towers destroyed on Vvardenfell or sacked on the mainland. It has thus also become favoured by many a Telvanni councilor as a place of residence; the only damper on its growing influence and prosperity is the relative proximity to the Hlaalu-aligned Gold Legionnaires in Firewatch, encouraging the Telvanni to look to increasing security in the vicinity due to the uncertain political situation in the country and the high likelihood of war among the Great Houses.

 

Dagon Fel - A small town, situated in the Sheogorad Archipelago just north of Vvardenfell - Dagon Fel is one of the northernmost populated areas in all of Morrowind, and perhaps all of Tamriel. Originally colonized by the Imperial Legion, the city’s architecture is Imperial in nature, and the population is mostly made up of Imperials, Nords and few Dunmer. Dwemer ruins dot the area around Dagon Fel, and as such, many members of the town have scavenged these ruins, bringing whatever they find back to their home. A lighthouse once sat along the northern coast, warning ships of the dangerously shallow waters of the Archipelago. Unfortunately, it was shaken apart during the eruption of Red Mountain, leading to many a ship from Skyrim and Solstheim wrecking and becoming stranded in the shallow waters; Dagon Fel has taken in many of the refugees.

 

Shad Astula - an ancient magical academy not far from the city of Mournhold-Almalexia, Shad Astula has mostly survived the war intact, which has raised concerns among residents of the surrounding area that the leadership of this historic school might have been collaborating with the Argonian invader, especially considering the high amount of damage done by the attackers to Mournhold district as a whole. These suspicions are likely unfounded; the high amount of magical talent located behind those walls would have easily withstood any assault. Shad Astula is a secretive, isolated society and does not involve itself in the affairs of the Great Houses, especially now.

 

 

- - - -
 

 

SECTION VI
___________________________________________

GLOSSARY OF TERMS


 

Accession War: The war between the Argonian Invaders of Morrowind and the Great Houses. The Argonians were pushed back to Black Marsh.

 

Aedra/The Divines: If theology in The Elder Scrolls is a coin, Aedra are one side, and Daedra are the other. The Aedra (also known as The Divines) are godlike figures commonly worshipped across all of Tamriel. Like the Daedra, they each represent several different aspects, and have realms of their own. More on the Divines here.

 

An-Xileel: A political party of Black Marsh. Led the Argionians into the Accession War.

 

Argonians: A Reptilian race from Black Marsh, south of Morrowind. They had previously been enslaved by the people of Morrowind, leading to the recent Accession War.

 

Armistice: A treaty between House Hlaalu and the Empire that made Morrowind part of the Empire. This has become undone recently with the retreat of Imperial forces from Morrowind.

 

Baar Dau: A giant asteroid, which nearly crashed into Vvardenfell centuries ago, but was stopped by Vivec's magic. The Dunmer were grateful, and built a city below Baar Dau, named after him in his honor. After Vivec disappeared some years ago, Baar Dau resumed its fall and crashed into the earth, causing the Red Year.

 

Black Marsh: A Province of Tamriel and home of the Argonians.

 

Cyrodiil: A Province of Tamriel and home of the Imperials and the Empire.

 

Daedra/Dremora: Daedra are the Lords and Princes of Oblivion, and are essentially gods. Dremora are their demon-like servants. More on Daedric Lordshere.

 

Dunmer: Dark Elves - natives of Morrowind.

 

King Helseth: The previous King of Morrowind, of House Hlaalu. Fled with the Imperials following the Oblivion Crisis.

 

Mer: Another word for "Elf" or "Elves"

 

Nerevarine: An old hero of Morrowind, long since gone.

 

Oblivion: An ethereal realm encompassing several Planes; the kingdoms of the Daedric Lords. It can be compared with ######, in a sense, but the different Daedric Lords all represent different things, and their realms correspond to what they represent. As such, Daedric Lords are commonly worshipped by some races, particularly Elves.

 

Oblivion Crisis: An event several years ago in which Gates to the Plane of Oblivion known as 'The Deadlands' opened, releasing Dremora upon Tamriel. This siege was thwarted and the gates were soon closed.

 

Red Mountain/Red Year: Red Mountain is an active volcano situated on Vvardenfell. When the Tribunal disappeared, Baar Dau crashed into Vvardenfell, causing a massive seismic event and triggering the eruption of Red Mountain, which spewed ash into the sky, causing it to appear red for an entire year.

 

Septim/Imperial Legion/Empire: The Empire is a governing body based in Cyrodiil, in the heartland of Tamriel. The Empire has spread across many provinces, but the events of the Oblivion Crisis have brought many of them back to Cyrodiil, and the Empire has shrunk in accordance. The Imperial Legion is their main military force. The Septim line of heirs was the last in the seat of power of the Empire.

 

Tamriel: The continent in which The Elder Scrolls series takes place. Tamriel is divided up into several Provinces. Refer to this map for details.

 

Tribunal: The alliance of three living god-protectors of Morrowind - Vivec, Sotha Sil, and Almalexia. Each had a city named after them. They have long since disappeared. Vivec's disappearance caused Baar Dau to crash upon Vvardenfell (destroying Vivec City) and causing the Red Year. More on the Tribunal here.


Vvardenfell: A large island situated in the middle of Morrowind's crescent bay in the north. Refer to this map.
 


- - - -


That's about it. We hope you enjoy playing The Elder Scrolls - Ashfall. If you have any questions, shoot the GMs a PM or ask in the Discussion Topic   :)

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GM IC: (Narsis)
That morning was, all things considered, a very calm one in a weather-related sense. The skies were clear and a rather encouraging and inexcessive middle-of-Second Seed warmth blasted down on the people of Narsis, allowing them to take comfort in the fact that however this convening of the Grand Council might go, summer had come.

The weather had an interesting effect on the population of the city, whose numbers had been artificially inflated to infinity and beyond in the last couple of days by the arrival of the Great House, uh, delegations, as the archmasters and grandmasters and archmagisters of various Houses had opted to call them. In truth, these were small armies. Heck, in the case of House Redoran, there was nothing small about it; they had summoned their finest knights and retainers from the northeast, armed to the teeth, and set up a camp half a mile to the northeast of Narsis, looking more like a besieging army than anything. Similar camps, ringing Narsis, were set up by the Dres and Telvanni; only the Indoril, having no army to spare, set up only a couple of tents just outside the Redoran camp, as out of a blatant mistrust of the Hlaalu Gavas Drin and his retainers dared not sleep within the city walls.

So, aye: the weather had an interesting effect on this lot, it did. The Redoran and the Telvanni, in particular, seemed unnerved; such a heat, so early in the year, was unfamiliar to the northern houses, and they understandably felt only marginally more comfortable with it than they did with camping outside a Hlaalu city while their leaders were somewhere within those halls negotiating matters of state, that is, not much at all. The few Indoril didn't mind; it took a good effort to discover something they did mind about these days, aside from internal Temple-related affairs best not discussed with them. As for the Dres, well, heck, they found the weather quite cool today. In their native southern climes, this would have been considered a chill.

It has to be pointed out that the heat seemed to keep tensions between the houses to a minimum.

"NO, NO, NO!"

Well, relatively speaking.

Let us momentarily transfer our attention to the interior of the city and gaze upon the location of the Grand Council's recent extremely dysfunctional meetings, an isolated chamber of Narsis's castle protected by a hastily composed mixed guard of the forces of various Great Houses (as the other houses would simply not trust the Hlaalu to ensure their security in any shape or form). What this chamber contained was a simple circular, wooden table, six seats and, in the golden goblets on the table, House Hlaalu's finest wine.

The seats were occupied by the leaders of the five Great Houses, with one, empty, reserved for the still-to-be-elected Lord High Councilor. There was Great House Redoran's Archmaster, Falam Ramoran, the raven-haired lord of Blacklight, whose stern expression was said to have unchanged in the three years since his great victory over the Argonians at Silnim Dale. An imposing sight was crafty Grandmaster Gothren Dres of House Dres, publicly the richest man in Morrowind and secretly the richest in the world, his snow-white long hair and goatee clashing vividly with his dark clothing; then there was Grandmaster of House Indoril and Lord Archcanon of the Temple Gavas Drin, ageing and yet fiercely pious in his priest's clothing. The Archmagister of House Telvanni, Aryon of Vos, radiated a distinct desire to leave only matched by a distinct desire to throw a few lightningbolts at the Grandmaster of House Hlaalu, Sanvyn Hlaalu, whose undiplomatic and aggressive manner was truly irritating everyone around him.

"You lot aren't here in my halls to demand things of me!" the Hlaalu leader yelled, slamming his fist down on the table. "Since you four have arrived House Hlaalu has been treated with nothing but truly disturbing and unreasonable disrespect. How even dare you demand this of me?"

"I don't understand your problem, Hlaalu," Falam Ramoran sighed, piercing him with a particularly unpleasant look. "So far we haven't even gotten to the parts of our demands that you might consider 'unreasonable'. All we ask is that you pull your troops out of Firewatch. It's not your city. Even a blind person can tell you that it's almost as far from your Narsis as it is from Argonia. So why do you continue misplacing a garrison there?"

As if expecting support from his house's old ally in some shape or form, Sanvyn took a desperate glance at Gothren, but the Dres leader gave him a gesture that seemed peculiarly like a shrug with the subtext of "eh, tough luck, mate".

"Firewatch," Sanvyn began, "as Imperial trust territory, is under the control of House Hlaalu as the Emperor's representatives in Morrowind in the absence of a central Imperial government---"

"There is no Emperor, my dear Hlaalu friend," he was bluntly interrupted by Aryon of Vos, whose words sounded as if they were being said, even if politely, through just ever so slightly gritted teeth. "I think all of us here remember fairly well that you've been saying that same stuff about you being the Emperor's representatives in Morrowind by birthright for eleven years now. Well, there's just a few problems with that. The Emperor's still as dead as he was eleven years ago. There's no one on the Ruby Throne, in case the news has still yet to reach Narsis. There is no Emperor, no Empire, no authority to which you can appeal when you fail to answer our question: why do you maintain a garrison in House Telvanni lands?"

"The garrison is not ours---"

"No, no, you don't get to backtrack, Hlaalu," Falam shook his head. "You said, just a moment ago, that Firewatch is under the control of House Hlaalu. In those precise words. How can it be under the control of House Hlaalu if the garrison is not yours?"

"The garrison is that of General Salvius Valerius; House Hlaalu merely shares his allegiance to the ideals and the authority of the Empire. We also share---"

"A weapons trade and being one of two things wrong with this country, yes."

"How dare you---"

"Enough, serjos!" came the remark from Gavas Drin's just ever so slightly creaky voice. "Friends. Lords of the Dunmer people. We sit and bicker, while the people, they remain without guidance, and their very faith is falling into disrepair. We have a responsibility to our people to elect a Lord High Councilor, and to begin to work, truly, for the people of Morrowind."

"With all due respect, Lord Archcanon," Gothren Dres thought this opportunity right to speak up for the first time, interrupting both Falam and Sanvyn before they could even speak, "I feel as though the atmosphere in this room is too high to have that vote right now. Might I suggest we take a break? That can be discussed tomorrow evening. After the tourney."

"Dres, I've told you a thousand times already: I don't have the finances to hold a tourney," Sanvyn Hlaalu lied. "Especially on such short notice - we're not just going ahead and having a tourney tomorrow!"

"I'm afraid you have no choice in the matter, my Hlaalu friend!" Gothren replied, grinning ever so slightly. "See, you won't have to spend a single penny. I rented one of those lovely fields outside of town; my men are already setting up the grounds. Gave the local landlords more money than their land's actually worth to let us do it, but we're gonna have a tourney. And on such short notice, too. Tomorrow morning. You should drop by as well. I know you favour stabbing your friends in the back when they can't see it, but to work out some of that stress in the ring would do you well."

The Lord Archcanon, clearly displeased by such a show of decadent faithlessness, snorted. "Is this why you propose delaying matters of state, serjo Dres? For a tourney? A few imitated duels and archery contests?"

"Well yes, serjo Drin, that's precisely why."

Aryon chortled, while Falam cracked a smile. "I agree with serjo Dres," the Redoran leader nodded. "Not that the tourney takes precedence, of course. I agree that we need to take a while to relax. Let the heat simmer down. In the meantime, let's get word out to our kin about tomorrow's festivities. Azura knows it'll do them good. This meeting is adjourned."

"Do you decide when meetings are adjourned, then?" Sanvyn Hlaalu, still angry, growled. "Have you already appointed yourself Lord High Councilor?"

For just a moment, Falam stared into Sanvyn's eyes, coldly, piercingly trying to transmit the general gist of what he was thinking through his expression alone. And then he spoke.

"This meeting is adjourned," he repeated, frankly, and turned to leave the chamber.
As soon as half an hour later, the camps were already buzzing with word of tomorrow's tournament.

Edited by Albannach
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IC Eponine Faircroft [Narsis - Streets]

 

"Stop, thief!"

 

Oh, come on! Really?

 

"Get back here, you n'wah!"

 

Oh, well that's just rude.

 

Eponine had not been having a good day. Between the rather imposing guards and the incredibly annoying fact that some street vendor was paying a little bit more attention than they usually do, Eponine had been spending the day being chased down. She wasn't too terribly inclined to go to jail, so she ran.

 

Which leads us to now.

 

"Come on, guys? Can't we just get along?"

 

"You're under arrest! Now get back here!"

 

"Why would I go back just to get arrested?"

 

Eponine ran toward a small alleyway. There, she climbed a lattice onto a rooftop and waited for the guards to leave.

 

"Where is she?"

"I don't know... She disappeared..."

 

And now, we feast.

 

Eponine reached the bag she was carrying... only to find it empty, with a hole in it.

 

Drat. Well, guess there's no avoiding it. I'm gonna have to pay for my food this time around.

 

Climbing down, Eponine looked around for the nearest cornerclub.

 

[Narsis - Cornerclub]

 

Entering, she plunked a small coinpurse onto the counter and ordered a small meal and a bottle of Nord mead.

 

"Serja, Nord mead is very expensive. It is very rare here in Morrowind..."

 

Eponine looked past the bartender and into his storeroom. She counted... a lot of Nord Mead.

 

"How many bottles is that? One... Two hundred?"

 

"Two hundred and thirty-seven..."

 

"Yeah, at this point, you should be paying me for Nord mead."

 

Eponine took her food and sat down on a table as she started to eat.

LEGO Republic:

The Valkyrie

The "Christmas Brick"

 

My BZPRPG Profiles

 

Now a proud member of The Kanohi Force

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OOC:

 

https://www.youtube.com/watch?v=ypyTjVxMaX8

 

IC (Kelh) [Narsis Approach]

 

The city of Narsis, even with half of it criss-crossed with scaffolds, stood imposingly like a great grey mountain over the surrounding fields, in which camps of tents squatted like forests of canvas. A light breeze fluttered the banners of House Hlaalu atop the towers, and from those towers a narrow cloud of dust could faintly be seen on the road that snaked northeast, leading away to Andrethis and Heimlyn Keep. From that distance, the dust seemed to be slowly inching its way along the trail towards the city, somewhat like an insubstantial dirt-brown slug. Up close, it moved much faster.

 

It was being kicked up by the heels of a beautiful black stallion, sweat shining on his flank like the morning dew as he galloped down the road towards Narsis. His rider was perched expertly in the saddle, guiding the horse with the pinch of wiry legs and a deft hand on the reins. From under a leather-capped hood the man's sharp amber eyes were fixed hawk-like on the city ahead, his mouth set in a roguish, charismatic smile. He was quite a sight to see, kitted out in a set of dashing leather armour some men would kill to own (and believe me, they'd tried) with an aura of fierce and heroic energy that was almost tangible as he pulled his steed to a halt and leapt off to approach the Hlaalu guardsmen at Narsis' gate.

 

That's how I saw it, at least. If you asked those guards, I reckon they'd tell you they saw some scruffy and suspicious-looking Wood Elf gallop up on a horse that probably wasn't his (I bought it fair and square, thank you very much*). Eh, some people just can't handle the truth.

 

"A fine morning to you, gentlemen!" I hailed them with a winning smile, throwing my arms wide in greeting. "And a fine mornin' it is, and the famed city o' Narsis looks none the worse for it, if I may say so, seras!"

 

I threw in the Dunmer term and made sure to add a little Charm to my words. Always make a good first impression with the local law enforcement, eh?

 

 

_________

 

*Not technically with my own money, of course. But ownership is such a subjective thing, isn't it?

Edited by Ghosthands

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IC: (Mathyn Llethri. Narsis)

 

Not entirely unusual for a noble of House Redoran, Mathyn had a certain fear of the city of Narsis. Rather unusually, however, that fear always seemed to be mixed with some sort of peculiar endearment, as if the young Lord of Cormaris enjoyed and feared the city in equal measure.

 

It was the cosmopolitan, affable feel of the city that roused a particular sort of attraction to the place in the young Dunmer's heart; whereas, of course, the slight alienation and worry that he felt within its walls came as a result of him feeling understandably uncomfortable in a huge, walled area filled with more Hlaalu guardsmen than there were in the rest of the world combined. Which is why since the time of his arrival, with the rest of the Redoran force, at the outskirts of Narsis, he only took opportunities to walk the city's streets with at least two other Redoran. He was not a coward. Just wise.

 

In this particular case, after a messenger arrived, soon followed by the Archmaster himself, at camp with word of a tournament taking place tomorrow, a handful - about a dozen - Redoran nobles, acquaintances and distant kin of Mathyn's, decided that it was an excellent time to go ransack Narsis's cornerclubs and brothels, seeing as the next day they would simply have no such opportunities. Llethri, of course, decided to take this opportunity to walk the town's streets as well; take a swig of sujamma around the corner, and see what the city held for its visitors.

 

Of course, the guards at the gate proved problematic.

 

"What do you mean you won't bloody let us in, you n'wahs?" one of Mathyn's companions growled, his hand slipping downwards to the hilt of his mace. Mathyn sighed slightly; while he shared his friends' irritation, it was certainly unwise to reach for a weapon.

 

"We've seen enough visitors for some time, thanks," the Hlaalu guardsmen responded equally aggressively. "The order's from up there to only let in highborn dignitaries. Not minor noblemen and retainers."

 

"Define 'highborn'," Mathyn interceded, with the most polite fake smile he could conjure up appearing on his face. "I'm the Lord of Cormaris. Is that highborn enough for you?"

 

The guards stared blankly - first, for about two seconds, at each other, then at Mathyn. "I've never even heard of Cormaris," said one, waking a suspicion in Mathyn's heart that this mer may have never even looked at a map, or a book, in his life. "And I don't care. Order was for dignitaries. Messengers, emissaries, the leader of your House and his personal guard, such people, they go. Traders go, too. Everyone else can feel free to lodge a complaint, which by the way is how we at this House tend to say 'stick yourselves up the rear end of Oblivion'---"

 

"A fine morning to you, gentlemen!"

 

The words, said in a thickly accented Cyrodiilic, echoed through the air as the guardsmen were addressed by yet another interloper. Mathyn's suspicions were thus multiplied as the guards seemed confused by the sentence. They glanced once again at each other as the traveller, a Bosmer, harped on in that foreign tongue, scratching their heads and trying to communicate to the new arrival, using increasingly stupid hand gestures, that they spoke not a word of this language.

 

"I don't think they understand you, traveller," Mathyn said in Cyrodiilic, breaking off from his group of Redoran noblemen, knights and retainers, who were gradually settling into an ever more aggressive argument with the guards. "You'll have to excuse them. Must be their first day on the job. Really, I doubt the Hlaalu teach their folk anything, so I'm not surprised they don't speak much but Dunmeris. I'm Mathyn Llethri, of Cormaris."

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IC (Kelh) [Narsis gate]

 

By Y'ffre's trousers, a bigwig talking to me! Well, a medium-sized-wig, perhaps. Still, a true gentleman, and worthy of all the respect this scoundrel could muster. I performed a flourishing bow as I stepped towards him.

 

"Aspen of Valenwood, purveyor of Dwarven antiques and oddments, at your service," I rattled off the alias with ease, then shifted swiftly on to discuss that familiar title of his. "Cormaris, you say? Passed through there on my way south. Lovely place. Bit drab."

 

I broke out a good-natured laugh before he had time to take offence.

 

"I joke, I joke! Most of Morrowind looks a little dreary to me, you know. Born and raised in the forests, and lived in Skyrim most of my life. It's a beautiful land, this, to be sure. If you're one for giant mushrooms and flying jellyfish. But I can certainly appreciate its charms."

 

I placed my hand on my hips and took a look over my shoulder at the guardsmen squabbling with my distinguished new acquaintance's men.

 

"So they don't talk the ol' lingua imperia, then?" I observed, somewhat redundantly. "That's a disappointment. I thought the Hlaalu were all chummy with the Empire."

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IC: (Mathyn Llethri. Narsis gate)

 

"Oh, I'm sure you'll find that their employers aren't really in a position to be picky as to whom they should hire," the young nobleman laughed, shooting the poor guards, entirely confused as to what was going on, a grin. "I'm sure the respectable serjos up at the castle would love to make their subjects speak naught but Cyrodiilic, but you appear to have chanced upon a couple of particularly unintelligent guards. You see, they've been arguing with us here for several minutes now; for some reason they've walled themselves into something of a half-siege. Apparently they only let in dignitaries now. Actually, hold that thought."

 

He turned to look on the guards again, giving them another predatory grin.

 

"You mentioned you only let in the extremely highborn and the merchants. But that's patently false. We've had excessive amounts of our men drinking excessive amounts of shein in there for a day now, seras. Best stop lying and name the price for this shakedown of yours."

They seemed to be shocked at first, only to come to their senses, especially business senses, a minute later. "Fifteen septims. Each," said one of them. Mathyn guessed he was the ringleader of this little operation.

 

"Sure, I can give you that," Mathyn said, his grin turning into a frown. "But there's just a slight problem with that."

"Such as?"

 

"The moment we're in through the gate, we're going to your commander and letting him know of your little operation. It's nothing personal. Really, it's just justice. And I think even Hlaalu commanders have a sense of justice."

"Then we don't---"

 

"If you don't, then you don't," Mathyn shrugged surprisingly absentmindedly. "But, you know. There are a dozen of us here. Armed. You can let us into the city, let us have our party, or you can test our temper. Yes, yes, of course, would trigger war and all, but you know what they say about us Redoran when we have a sword at arm's reach and a temper that's being excessively tested. I mean, let's be honest. I'm only giving you seras a fair warning."

Five minutes later, the gate was open.

 

"Here's a bit of advice, traveller," Mathyn said, turning to the Bosmer, while his Redoran comrades poured into the city with now rather mixed annoyance and glee, "Hlaalu have far more business sense than honour. But they also value their lives far, far more than bravery. We've just seen those two principles in practice."

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IC (Kelh) [Narsis gate]

 

My smirk split into a wide grin.

 

"Oh, I think I can work with that."

 

I extended a hand in the direction of the newly-opened gate, and grasped the reins of my horse with the other.

 

"Shall we?" I suggested cordially.

Edited by Ghosthands

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IC: (Mathyn Llethri. Narsis gate)

"We shall indeed," the young Redoran grinned, taking his first step into the streets of House Hlaalu's prime city, dominated by something of a feeling of stepping into the lion's den. The cobbled streets, the sunbaked brick houses, the cornerclubs and the towers, they reminded him of the Hlaalu town of Balmora, which he had seen once, long ago, as a child.

 

"So, my outlander friend - what brings you to Narsis?" he asked Aspen, smiling. Some good conversation would do him well to relax from all the politics in the air.

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IC (Kelh) [Narsis Gate]

 

"Well, I've only been in the province a week or so," I replied, striding along next to the nobleman and leading my horse alongside me. "Everyone's talking about this 'Grand Council' o' yours, and there's word of a tourney, so I said to myself, why not? Seems like the place to be."

 

I chuckled and rolled my shoulders back, eliciting a few pops as they recovered from hours of riding.

 

"I won't lie, I'm more interested in the games than the politics. Never could resist a good challenge. I don't s'pose you'll be competing?"

 

I wasn't lying, though I was more interested in the politics than I let on. Not the politics themselves, that is, but rather the way they evidently drew noblemen like moths to a flame. With bigwigs came equally big pockets.

 

I was playing it safe for now, though. Quite besides the overwhelming security presence, by all indications, this city would be the heart of operations of the Camonna Tong. I was walking into at least as much of a lion's den as my new Redoran friend was. I'd need to watch my step, but darned if I wasn't going to have some fun here.

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IC: Anguis Nathair - Narsis Cornerclub. 

 

Idly spinning a coin across the tabletop before her while she waited for her meal to arrive, the lone Dunmer cast a glance towards the window next to her. Outside, men and mer went about their daily business in the streets, while beyond them, a construction crew worked to repair a damaged section of the city wall.

 

"Your meal," one of the serving girls placed the plate on the table in front of her, putting a small bottle of wine beside it. 

 

"Thanks," she half-turned to smile at the girl, handing over the money for the meal - with a tip, of course. She sipped from the wine, savouring the taste. She was free, for the time being, at least. It would hopefully take a little while for word of what she'd done to reach the Camonna Tong here, so for now she could just enjoy herself without having to look over her shoulder every five minutes. 

 

As long as she was careful, she'd be fine.... 

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IC: (Mathyn Llethri. Narsis Streets)

"I might. Swordfighting's something like my department, so I'll look into that particular competition," the Dunmeri nobleman grinned with just a tint of confidence as he strode down the street beside the Bosmer. "You're going to have trouble with that horse of yours in this city. Not a lot of them in Morrowind. So we don't really have stables per se."

 

Mer and men buzzed through the streets, but the buzz, Mathyn had to note, was somewhat unnatural, people skittering through the streets with something of a timid panic. Dunmer were a intuitive people, prone to disaster and, after so many centuries of those, prone to feeling its impending arrival very well. The reconstruction efforts in the vicinity, in particular, were especially hasty and especially concentrated on the city's walls and towers. Although there was no open warfare between the Great Houses, it was distinctly clear that Narsis felt as if it was at siege.

 

"Haven't the slightest how much they know about our troubles in Valenwood, outlander," Mathyn said with a distinctly serious face, "but I don't think many others would see fit to come to Narsis... really, any time this week. The tournament's just a convenient way for the Great Houses to work out their differences without killing each other outright."

 

The Redoran noted that the Bosmer had made just one lapse in his story. Word of the tournament had only gotten out a few hours ago. "Dwemer artifact purveyor" my arse.

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IC (Kelh) [Narsis]

 

I nodded at Mathyn's remark about horses, my smile hiding my inward cursing. I hadn't realised that 'Diilic wasn't universal around here, and now it turns out horses are an oddity as well. I was getting less unremarkable by the minute, and being remarkable isn't advantageous in my profession.

 

"Oh, but that's just the fun of it," I say, cracking another smile. "When I said 'purveyor' of Dwemer stuff, that's only half the story. I acquire my goods myself as well. I'm a treasure hunter, mate."

 

That's true enough.

 

"It takes a certain kind of person to go into dangerous ruins rather than avoid 'em. It's that whiff of danger, drama, adventure. Same thing applies here."

 

My eyes had been roving across the buildings on either side of the street, taking in the hybridised Imperial/Dunmeri architecture and the painted signs outside shops and these 'cornerclub' taverns our Dark cousins are so fond of.

 

"So tell me, you headed anywhere in particular?" I ask in a comradely manner, and somewhat warmly conspiratorial. "Anywhere to recommend? Know a cornerclub that serves a mead I just have to try, that sort of thing?"

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IC: (Mathyn Llethri. Narsis)

 

The Dunmer simply laughed at the question, seemingly quite warmly - yet this reaction was not what the Bosmer might have been expecting.

 

"You're in Morrowind, outlander - we don't serve mead. In fact, as long as you're here, you might not want to order mead ever again. Some Dunmer have been known to take offense to people neglecting our highly specific drinking culture. Allow me to show what you've been missing."

 

Turning just ever so slightly, Mathyn scanned the street, identifying at least three cornerclubs - the most interesting one of which, apparently called the Lucky Guar, appeared to be located in what used to be an ancient Velothi tower. With a certain amount of confidence, Mathyn strode down the street to its entrance, where a single solitary bald Dunmer with a silvery-grey goatee appeared to be smoking a pipe. A few words in Dunmeris later, the bald mer turned to Aspen, who he addressed in strongly-accented Cyrodiilic.

 

"There is place for your horse in the closed yard behind cornerclub, yes? That will be fine, yes?"

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IC (Kelh) [Narsis]

 

"You're in Morrowind, outlander - we don't serve mead. In fact, as long as you're here, you might not want to order mead ever again. Some Dunmer have been known to take offense to people neglecting our highly specific drinking culture. Allow me to show what you've been missing."

 

"Ha! I'll be happy to," I replied. "Besides, a wise man doesn't just order his favourite wherever he goes: he asks the barman for his recommendation. Not that mead's my favourite, of course, but as I said, I've lived in Skyrim most of my life. The Nords never shut up about the stuff."

 

I followed Mathyn towards a cornerclub he seemed to have singled out, and stood beside him as he held a brief conversation with—who? The doorman? The landlord? Hard to say. But I listened to their Dunmeris words with more care than I'd yet taken in this province. Many of the language's sounds seemed familiar from Tamrielic and the Bosmeri of my youth (I seem to remember reading that most languages share a common root), but equally many were rather alien to me. I picked up the odd familiar word, but it was largely unintelligible. I made a mental note to invest in a phrasebook.

 

Then the fellow turned to me and (finally) said something I could understand.

 

"There is place for your horse in the closed yard behind cornerclub, yes? That will be fine, yes?"

 

"Absolutely, good sera," I affirmed with a gracious nod. "Please accept this token of my thanks."

 

I slipped a trio of septims out of a pouch at my belt and dropped them into the Dunmer's hand, then led my horse around the back where he'd indicated. Knotting the reins about a nearby beam, I whispered a few words in the stallion's ear. The words themselves were meaningless to the animal, but we Bosmer have a bond with animals, and I knew the right modulations of tone to get my message across: that I'd be back soon enough and he should stay put. If anybody tried to ride or lead him away, they'd find him rather...intractable.

 

A few seconds later I was back outside the entrance and ready to follow Mr Llethri inside.

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IC: (Mathyn Llethri. The Lucky Guar, Narsis)

Opening the door to an establishment that balanced precariously on that fine line between being seedy and quaint, Mathyn found himself hit with the sweet smell of comberries.

 

The main chamber of the cornerclub was a circular room with an equally circular bar in the very centre, overseen by an Altmeri barmaid Mathyn couldn't help but throw a few glances at despite her rather passive reaction to the new arrivals. Her neatly cut right below her ears, pitch-black hair contrasted sharply with her golden skin, which seemed to glimmer in the cornerclub's dim candle-lit twilight, especially as she wore a rather alluring red dress cut low enough to leave little to the imagination.

 

"Some mazte for my outlander friend here, love," Mathyn shot her a grin as he approached, although she seemed unimpressed, especially at the House Redoran crest on his cloak. Mathyn could only guess that a few of the retainers might have partied a slight bit too much last night. "The best one you have."

 

The Altmer filled out the order rather absentmindedly and without saying a thing. Mathyn couldn't help but feel a pang of rejection as he pushed her a couple of septims and she just turned to the next customer in line. "Eh, you win and you lose some," he muttered under his nose as he indicated to Aspen a seat by the corner of the room, where they took their drinks. "There you go, my friend - this is mazte. Local beer, made from fermented saltrice. You'll find it's the cheapest drink this side of Oblivion; but it's also one of the strongest beers this side of Aldmeris. Cheers."

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IC: Anguis Nathair - Narsis Cornerclub. 

 

Idly spinning a coin across the tabletop before her while she waited for her meal to arrive, the lone Dunmer cast a glance towards the window next to her. Outside, men and mer went about their daily business in the streets, while beyond them, a construction crew worked to repair a damaged section of the city wall.

 

"Your meal," one of the serving girls placed the plate on the table in front of her, putting a small bottle of wine beside it. 

 

"Thanks," she half-turned to smile at the girl, handing over the money for the meal - with a tip, of course. She sipped from the wine, savouring the taste. She was free, for the time being, at least. It would hopefully take a little while for word of what she'd done to reach the Camonna Tong here, so for now she could just enjoy herself without having to look over her shoulder every five minutes. 

 

As long as she was careful, she'd be fine.... 

IC Eponine [Narsis - The Lucky Guar Cornerclub]

 

Eponine finished her meal (rather small thing, really) and handed her plate off to another bartender.

 

"I'll take a..."

 

"Some mazte for my outlander friend here, love, the best one you have."

 

"You know," Eponine said. "I'll take some mazte too. I've got a little spare coin, why not spend it?"

 

Eponine turned to the two elves sitting next to her. One was very obviously Dunmer, quite possibly a native, while the other was harder to determine. He kinda looked a little like a Bosmer, but it'd been a while since Eponine had seen one that incredibly pale.

 

"So," Eponine said, glancing at the House Redoran crest on the Dunmer's cloak, "You guys... um..." Eponine struggled to find the right word. She had spent most of her life speaking Tamrielic, and Dunmeris was a lot different. "You two work for the Redoran?"

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OOC: Kelh isn't pale: his skin's a honey-ish colour. It's just his hair that's white. Given his height and general appearance, it should be pretty clear that he's a Bosmer.

 

IC (Kelh) [Narsis - The Lucky Guar]

 

I watched Mathyn try and fail with a very knowing smirk. Some things are the same everywhere.

 

"I see not all outlanders get such a frosty reception in Morrowind," I remarked as we seated ourselves, with a meaningful glance back at the barmaid. "I wonder what I'm doing wrong."

 

I took a sip of my drink.

 

"Maybe I just need to show more cleavage."

 

I took another draught, larger this time, and swilled it around in my mouth a bit for the flavour. This 'mazte' was good stuff, and the taste of the saltrice was vaguely recognisable in the powerful brew. I clinked my tankard against Mathyn's in thanks, then turned my head as we were addressed by another patron, a Nord or Breton woman by the looks of her. She spoke in what even I could tell was rather unpractised Dunmeris, but she may as well have been talking in Giant for all the good it did me.

 

"No speaky Darksy, love," I said casually. "Make it easier for all of us an' just use 'Diilic."

Edited by Ghosthands

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IC: (Mathyn Llethri. The Lucky Guar, Narsis)

 

"He's not Redoran, no," Mathyn indicated the Bosmer to their new conversation partner. "I belong to Great House Redoran myself, however, and serve honourably. Is there something I can do for you, sera?"

IC Eponine & Guard [Narsis - The Lucky Guar]

"Eh, no..." Eponine said. "Not really. I've just been-"

 

Eponine froze in terror as she saw the guards who had been chasing her this afternoon walk into the cornerclub.

 

"Sithis ###### it all," Eponine whispered under her breath. "Actually, guys, I've gotta get going, I'll see ya-"

 

"Hey! Breton! Don't I know you from somewhere!"

 

Oh... ######.

 

"Nope. Never seen you before in my life, okay by-"

 

The guard grabbed her in the Standard Female Grab Area. "I think... You! You were that thief!"

 

"I don't know what you're talking about, I've been here al-"

"Silence, fetcher. You're coming with me!"

"Um... no thanks, I'm good."

 

Eponine pushed her knee up into the guard's groin ("OW!") and with him distracted, began making her way out of the building.

 

"Sorry guys, gotta go!"

 

OOC: Don't know how you two will react, so I haven't written her out of the building yet.

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GM IC

 

Eponyms would find the door blocked by a very certain Argonian assassin. His cloak was wrapped around him, concealing all of his body but his face.

 

His eye narrowed, and he spoke in perfect, if inflected Dunmeris, "I do hope I heard you wrong, Breton. We here in Morrowind don't take kindly to followers of Sithisss."

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IC Eponine [Narsis - The Lucky Guar]

 

Eponine replied in her best Dunmeris. It wasn't perfect, but she didn't encounter any word she didn't know. "Didn't think they took too kindly to lizards, either, but I guess I was mistaken. And as for Sithis, he can go straight to Oblivion for all I care. He made my life a living , so I don't particularly care for the guy. Now, are we going to have a problem?"

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IC: (Mathyn Llethri. The Lucky Guar, Narsis)

 

Although at first shocked by this development, Mathyn had enough sense in him to rush towards the guard that Eponine kicked in the groin, trying to help him up. Just as he did this, he noticed Bites-His-Tail and gave the Argonian, who he knew for a Redoran retainer, a welcoming nod, trying not to distract him from the problem at hand as he moved the guard, still reeling from the hit, to a chair.

 

"Sithis, eh?" he muttered, throwing a glance to see what would happen. He didn't have much a motivation to step in, unless Bites-His-Tail got into a fight, in which case he would have to assist his housebrother.

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IC: (Mathyn Llethri. The Lucky Guar, Narsis)

"In that case," Mathyn saw fit to intercede at this particular time, standing up and resting his hand at the hilt of his sword more out of laziness than an intention to draw it, "I'm sure you won't mind explaining this situation to the city guard, no? If you're truly innocent, surely the Commander of the Guard will believe you once he sees evidence proving your innocence. There's no lie to say that the guard was rude and disrespectful. It is also true, however, that you just resisted the orders of an officer of the law. And gave him a nasty shock. Lad seems unlikely to ever have children now."

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IC: (Mathyn Llethri. The Lucky Guar, Narsis)

"In that case," Mathyn saw fit to intercede at this particular time, standing up and resting his hand at the hilt of his sword more out of laziness than an intention to draw it, "I'm sure you won't mind explaining this situation to the city guard, no? If you're truly innocent, surely the Commander of the Guard will believe you once he sees evidence proving your innocence. There's no lie to say that the guard was rude and disrespectful. It is also true, however, that you just resisted the orders of an officer of the law. And gave him a nasty shock. Lad seems unlikely to ever have children now."

IC Eponine & Guard [Narsis - The Lucky Guar]

 

"And do I not have the right to defend myself? Had he asked me to come peacefully, yeah, I might've been willing. But I was, dare I say it, assaulted by that man. By the way, what evidence is there against me other than a witness account by a rather cruel guard?"

 

Eponine sighed and turned to the guard. "Fine. Take me to your leader, but I would like that nice Redoran man to come with. He saw everything, and since he's known both of us for less than an hour, he can provide a nice, unbiased testimony."

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IC: (Mathyn Llethri. The Lucky Guar)

 

Mathyn took a serious look at the Breton. "I will try to retell the situation as accurately as possible. But you are in dangerous water here, asking the Hlaalu to listen to the testimony of a Redoran. Might I suggest we also take my outlander friend here? He is truly a neutral party that they will be unable to accuse of political machination," he indicated Kelh with a slight smile.

 

OOC: do go ahead and roleplay the guards, Ben, you brought them in after all; I'm curious to see where you'll take this :P

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IC Eponine [Narsis - The Lucky Guar]

 

"We've had run-ins in the past few years, though I wouldn't exactly call myself 'affiliated' with them. More like 'we accept each other's existance but prefer to not stay together.'"

Edited by IcarusBen

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IC: (Mathyn Llethri. The Lucky Guar, Narsis)

 

Mathyn took a glance at Bites-His-Tail, trying to read what the Argonian was thinking. "If you have any suspicions, brother, I'm sure you can present them to the local guard commander, as well. But I will point out that there is no solid evidence to believe our friend here has any ties to the Brotherhood."

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IC Eponine [Narsis - The Lucky Guar]

 

"The only thing you can prove is that I've read a book once in my life, and unless we really live in such a bad day and age, that's not illegal. Now, then, outlander friend, not-outlander friend, let's get going. Speaking of which, I never caught your names."

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IC Eponine [Narsis - The Lucky Guar]

 

Eponine shook Mathyn's hand. "Eponine. Eponine Faircroft of Aldshire and of Not-So-Great House Faircroft."

 

Something about Mathyn did seem oddly familiar. His mannerisms, the whole "happy-go-lucky Dunmer" thing...

 

"Say, you wouldn't happen to have lived in Aldshire about 13 years ago, would ya? Small city in the former kingdom of Aldcroft on the Glenumbra pennisula? Big exporter of cheese?"

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IC: Anguis Nathair - Narsis Cornerclub.

 

She looked up from her meal towards the source of the commotion, but said nothing. The last thing she wanted to right now was draw undue attention to herself, so she went back to eating. 

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