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Than the Moa

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I have some concerns about longevity but, well, I think that applies for all RPGs nowadays.

I give it a fourth approval. x4


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"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong

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  • 1 month later...

After I have absolutely no idea how long, I've got my RPG up here for some feedback.


persona 3.14 ~sea of djinn~


Persona, Persona, please come here!

Master Persona, Master Persona, please come to us!


On the coast of Rub Al Khali lies a beautiful metropolis - the city of al-Bareha. Originally a simple fishing village lying on the shore of the Persian Gulf, al-Bareha became a major centre of trade during the rule of the Umayyad Caliphs, its strategic position allowing it to be an economic hub of the Islamic world. It continued to serve in such a capacity even after the decline of the Islamic Caliphates, and following a period under the mighty British Empire, became an independent city-state.


al-Bareha’s wealth and prosperity did not fade in the modern era, its economy fuelled by the massive oil industry that sought to take advantage of the city’s untapped reserves. A highly multicultural city for its region, al-Bareha is home to a numerous number of people, ranging from foreign businessmen to refugees escaping political strife in neighbouring countries. Yet no matter the person, all come to al-Bareha in order to share in the wealth that it possesses.


Recently, strange events have plagued the city and its people. The sands of the Empty Quarter are stirring, their wild storms completely enveloping al-Bareha. Communications with the outside world regularly fail. Peculiar lights can be seen in the city outskirts, only to disappear into the desert without a trace. Objects move on their own. Mysterious forces are at work within al-Bareha, and their influence affects every aspect of life in the city.


As al-Bareha continues to retreat into the sands, it falls to those capable of tapping into the collective unconscious - the chosen of the butterfly - to decide its destiny.


They are the wielders of Persona.



Right, with that out of the way, what exactly am I supposed to do?

The city of al-Bareha is an enigma, a mystery beyond human comprehension. Only those who wield Persona, the mighty power to summon demons from within the sea of one’s soul, can truly understand what lies beneath its shining skyscrapers. That is the role you will take upon in this RPG, tapping into your Personae and the abilities they provide to unravel the secrets of the city.


At least, that’s the overall goal. Everything else is up to you. Whether you’re a confused citizen looking for the truth, a government worker attempting to reduce growing resentment amongst the populace, or a businessman thinking up ways to profit from the mysteries, you will have access to the power of a Persona (or maybe you won’t!) to ensure that your dreams are a reality. With al-Bareha becoming more and more isolated from the rest of the world, its fate will be influenced by your actions.



Hang on a minute, what is this Persona thing that you’re talking about?

A Persona is the manifestation of, in the words of Carl Jung, “a kind of mask, designed on one hand to make a definite impression on others, and on the other to conceal the true nature of the individual”. In essence, it is a supernatural phenomenon born from one’s own sense of self, and usually takes upon the image of either mythological, supernatural or historical figures. It is quite rare for one to manifest a Persona, but the unique circumstances surrounding al-Bareha have awakened this power within its citizens.


It is well within the capabilities of a Persona to utilise magic. Through both elemental powers, physical combat or other, more esoteric abilities (such as healing, mental compulsion or assisting in cartography), a Persona is able to channel their magic to fight, though it has been recorded that their presence may influence the way others perceive their wielders. These abilities are usually subject to the identity of the figures that the Persona is based on (such as Zeus having similar thunder powers to the god it mimics). They may also be immune to certain magics or abilities as well depending on their history and own powers. Yet due to their immense powers, they are a great burden on their wielders, and can only be summoned for short periods at a time. Also, if harm inflicted on a Persona is significant, the user may feel the pain of the blow.


The concept of Personae are heavily associated with Tarot Cards, with emphasis on the Major Arcana. Every Persona will be associated with one Arcanum, usually due to a Persona’s identity (which will commonly stem from mythology, history or the public domain) possessing the traits embodied by the Arcana. Humans are also assigned an Arcana based on their own personality, and if they possess the potential for a Persona, it will share the same Arcana as its wielder. In this RPG, the Fool, Judgement and the World are all restricted for players, as Persona of those Arcana are usually in possession of great power.


Persona-users are also enhanced by their powers in comparison to baseline humans. They are granted a greater resistance to the spiritual energies produced by Personae and other, more malicious entities, which include the beings known as Shadows. They are also slightly more resistant to physical damage, as their Personae will cushion some of the force involved, but not all. Their spiritual energies are also far more effective against supernatural entities than conventional firearms or melee weaponry. As such, it is difficult for a non-wielder to fight against them due to a lack of effective tools and resistance, although it is still possible for one to triumph.



So how do the Major Arcana factor into this?

The Major Arcana are twenty-two cards of the Tarot Deck, all of which have been assigned allegorical or exoteric meanings. As stated prior, all humans will have an Arcanum that represents their personalities and motivations, one that is shared by their Persona. Depending on the Arcana (or more accurately, the wielder), a Persona will specialise in different roles and powers. For example, a cheery, optimistic person could likely be a member of the Sun Arcana, and would therefore possess a Persona that will use powers of fire or light (such as Horus or Apollo, who are sun gods in their respective mythologies). However, this is not completely set in stone, with some Personae breaking the mold (Heimdall and his ice powers yet part of the Sun).


The twenty-two Arcana (see above for a link to the Wikipedia page) are:

  • The Fool - Unavailable to players.

  • The Magician

  • The High Priestess

  • The Empress

  • The Emperor

  • The Hierophant

  • The Lovers

  • The Chariot

  • Justice

  • The Hermit

  • Wheel of Fortune

  • Strength

  • The Hanged Man

  • Death

  • Temperance

  • The Devil

  • The Tower

  • The Star

  • The Moon

  • The Sun

  • Judgement - Unavailable to players.

  • The World - Unavailable to players.


You mentioned a Shadow, what’s a Shadow?

According to Jungian psychology, a Shadow may refer to the aspects of one’s personality that are not consciously identified to exist within oneself. It is highly instinctive and irrational, traits shared by the corporeal creatures of the same name that exist in undisclosed areas of al-Bareha. These creatures are born from the negative emotions of humanity, and are both incredibly hostile and dangerous to every human they meet, capable of devouring minds and leaving their victims in a vegetative state. All Shadows share sickly golden eyes, but otherwise their eldritch appearances differ immensely from one another.


Persona-users are immune to the effects that other humans suffer, for a Persona and a Shadow are in actuality two sides of the same coin. If one loses control of their Persona, allowing it to run wild, it will be no different from the violent beasts that the Shadows are. Be warned, if your will falters or you begin to reject parts of your self, it will be ridiculously difficult to regain control, especially if the Persona is a powerful one.


Shadows must be approached with extreme caution. Especially those that seem human.



Groups of note in al-Bareha

While the citizens of the Arabian city-state are many, with all possessing their own, distinct ambitions and motivations, there are also a number of consolidated groups that hold some influence, especially in regards to the mysterious happenings that have begun to plague al-Bareha of recent. Although not all-powerful and still subject to the law of the nation (even if certain groups disregard it), they are still heavily involved in the city, and are usually on the front lines in dealing with the supernatural.


Al-Bareha Defence Force (ABDF) - the armed forces of al-Bareha are small in number, though quite capable as proved by their participation in the Gulf War of 1990. Their presence within the city is rarely felt, but the recent establishment of a small stockade on the outskirts have shown that they are aware of the mysterious happenings. While they are passive actors compared to other groups, it would be wise to avoid garnering their ire.


Al-Bareha Police Authority (ABPA) - even in these troubled times, the police forces of the city-state are dedicated to upholding justice and the law on the streets of al-Bareha, fighting petty crooks to criminal gangs and even the odd terrorist or two. The appearance of the supernatural, however, has proved to be beyond their capabilities, and in response the police have formed a new department to handle any problems.

Special Investigations Department - established in response to the mysterious incidents that occur throughout the city and the recent spate of Persona-assisted burglaries, the Special Investigations Department primarily focuses on combating the more supernatural aspects of crime, seeking to develop ways to prevent criminals from abusing the advantages of any Persona. Their progress in doing so has been stalled, but there are a number of Persona-users within the ranks of the department, one of which is their leader, Captain Jalil Khoshkam.


Roadkill Group - originally a London gang renowned for its rivalry with the Taiwanese Tien Tao Lien, the al-Bareha branch of the gang has prospered greatly under the leadership of Mitch “Pinkie” Michaels, matching even its England-based brother in wealth and influence. As the biggest player in organised crime in the city, the Group deals in smuggling (of both illegal groups and people), extortion and drugs, and are also rumoured to be connected in some manner to local corporations.


Kashihara Pharmaceuticals - a successful pharmaceutical company in Japan, the al-Bareha branch has made its headquarters at 12 Elizabeth Road, and own several warehouses in the general vicinity. Renowned for their reasonable prices and heavy investment into research and development, Kashihara is incredibly popular in the city-state, and have provided numerous jobs. Their main building and warehouses all have incredible security, and it is near impossible to learn of their secrets. In recent times, they have been researching Personae, and hold considerable scientific data that can only be matched (and only barely) by the government itself.



Useful and snazzy places to check out

Al-Bareha is fairly large, possessing all sorts of establishments, parks and what-not. This makes it difficult for tourists (and even natives at times) to find the best that the city offers, so a few starting points/interesting places have been listed to help out.


Velvet Room - a coffeehouse secluded away on a small, inner city street, the Velvet Room’s renowned for its atmosphere and service, and holds five out of five stars on Yelp out of twenty reviews. The majority of the business is a calm blue, from the decor to the three siblings who essentially run the café. The only exceptions are the blindfolded piano player, soprano singer and the manager, a long-nosed hunchback by the name of Igor. Though all manners of people frequent the establishment, Persona-users may wish to seek out the latter’s advice on all matters supernatural. Note: Igor will be played by a GM, so please get in contact with one of them if you want his knowledge.


Mallville - the biggest shopping complex in the Middle East. Both citizens and tourists will frequently visit “Mallville” in search of all sorts of goods and services. From toys to clothes to garden tools to burgers, basically everything can be found here.


Aleph’s Antiques - a dusty old antiques store/pawn shop/junk shop near the docks, Aleph’s Antiques also supplies a large variety of working replicas of historical weaponry. It is rumoured that the pretty boy owner possesses some “supernaturally-aligned” tools as well, but few dare ask in fear of retaliation from his possible gang connections.



The profile template

Here in Sea of Djinn, there are two separate templates for profile, with one being your actual character, and the other (if you have one) for your Persona.

[b]Arcana:[/b] (Which of the Major Arcana fits your character’s personality?)
[b]Weaponry and Tools:[/b] (Please be reasonable, and keep in mind that as a member of the Commonwealth, al-Bareha possesses far stricter gun laws than in the United States.)
[b]Skills:[/b] (What is your character good at doing?)


[b]Name:[/b] (What is the name of the entity born from your own personality?)
[b]Origin and Background:[/b] (What is it based off?)
[b]Appearance:[/b] (What does this Persona look like? Even if its origin is human, a Persona’s appearance is usually incredibly strange, even if humanoid.)
[b]Powers and Abilities:[/b] (What can it do? Is it physically strong? Capable of elemental magics? Good at identifying things?)

The rules of the game

  1. No godmodding in here: don’t metagame, bunny, autohit or do other ridiculous things that should be beyond your character’s capabilities.

  2. When posting, use IC for character posts and OOC for anything that you want to say out of character.

  3. Please attempt to treat your fellow players with a modicum of respect.

  4. Profiles must be posted in the discussion topic for approval.

  5. No OOC-only posts in the game topic. Please put them in the discussion topic.

  6. Follow all BZPower rules.


The staff of this game

Purple God (Hubert) and Purple Devil (Onarax) are the GMs. Please contact them if necessary.

Edited by Purple God
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Yo Flex

However, if a RPG is posted in this topic, and a member who is not a judge has something to say about the game, then they can take the RPG and their post into the Official RPG Planning Topic....If you are not a Judge you shouldn't be posting in this topic at all, unless submitting a RPG for Approval.


Feel free to share opinions in the planning topic, where Sea of Djinn has been posted for a few days now, but this particular topic is not the place.



I think the questions I had before on Personae and Arcana have been cleared up, so Sea of Djinn Approved (x1)


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  • 2 weeks later...

Looks cool to me. I stamp it Approved (2)


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"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong

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Aleph’s Antiques - a dusty old antiques store/pawn shop/junk shop near the docks, Aleph’s Antiques also supplies a large variety of working replicas of historical weaponry. It is rumoured that the pretty boy owner possesses some “supernaturally-aligned” tools as well, but few dare ask in fear of retaliation from his possible gang connections.




Approved x3.





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  • 3 weeks later...

The Forgotten Realms: Underdark Rising

Undermountain. A vast, ever changing labyrinth of monsters, traps, death and dead ends, but with nearly limitless rewards for the intrepid adventurer. Ruled over by the Mad Mage Halaster, it has successfully survived assaults by dark elves, the wrath of the Hero of Waterdeep, and even the forces of itself.


But now, 70 years after the defeat of the Armies of the Eighth Circle, Undermountain has gone quiet. Halaster’s disappearance does not bode well– last time he vanished, an archdemon attempted to dominate the world of Faerun. Adventurers have gathered in the Yawning Portal, an inn located above the only entrance to Undermountain, in an effort to find the Mad Mage– or what’s left of him.


Complicating matters further is the reappearance of an artifact thought long gone: The Relic of the Reaper, the object that allowed the Hero of Waterdeep to cheat death long enough to defeat the dread Mephistopheles, ruler of the Armies of the Eighth Circle, and last known to be in the Hero’s possession.


How this bodes for the fate of Faerun… Remains to be seen.


Background knowledge guide:

70 years ago, the city of Waterdeep was under attack from forces of drow traveling through the huge, magical dungeon of Undermountain built under it. Ordinarily the dungeon was controlled by the mage Halaster, who was as powerful as he was insane, but Halaster was conspicuously absent. Investigation by an adventurer only remembered as the Hero of Waterdeep revealed that Halaster was being held captive by the drow and forced to allow squads of raiding dark elves through to the city, though he refused to open the main portal and let armies through. Eager for revenge upon being freed, Halaster cursed the Hero and teleported him and his companions, a rebel drow and a dragonblooded kobold, to the Underdark, the underground realm that the drow resided in. Under Halaster’s hex, the Hero was forced to oppose the Valsharess of the drow and her armies, eventually raising an army against her forces and defeating her in a last stand effort at the rebel encampment of Lith My’athar. The Valsharess’ forces were pushed back to her fortress, but before it could be stormed she revealed her final weapon: The archdemon Mephistopheles, ruler over the Eighth Circle of , bound to her command.


Mephistopheles had a trick of his own, however. When ordered to slay the Hero of Waterdeep he refused, revealing that the artifact that had allowed the Hero to cheat death numerous times was a part of his own flesh, and that by ordering the demon to attack the Hero the Valsharess had violated their covenant. He freed the Hero from his magical bonds and set him against the Valsharess, a fight that the Hero won. Mephistopheles, finally totally free, banished the Hero to the Eighth and began a war on the Underdark and surface world alike, using the souls in his realm to reanimate the dead of his enemies to fight against them.


In the Eighth , the Hero revived in the Gatehouse between life and death, a place the artifact had taken him many times before… Only now he could not return home. Venturing into the frozen wastelands of Cania, he gathered the spirits of his companions and sought the Knower of Names, the only person who could give him the power to dominate the Reaper that controlled the gates. Fighting his way through countless enemies, the Hero found the Reaper’s true name and used it to escape, he and his companions meeting Mephistopheles on the battlefield that Waterdeep had become. After a long, hard battle the dread Mephistopheles was defeated and banished back to Cania, leaving the people who had defeated it heroes.


Deekin Scalesinger, the kobold bard and dragonblood who published his account of the adventure, is still famous today. But the Hero and the rebel drow did their best to become nomadic adventurers again… And faded into obscurity, taking the Relic of Reaper with them.


In recent times, however, the Hero and the drow were rumored to be seen in Waterdeep again , possibly investigating the second disappearance of Halaster. The reappearance of the Relic of the Reaper in the Yawning Portal inn certainly seems to corroborate that rumor. But the Relic wouldn’t part from the Hero’s hands willingly.


The implications of both Halaster Blackcloak and the Hero of Waterdeep vanishing in the space of a few months is immense, and as adventurers answer the call to venture into Undermountain to investigate, an atmosphere of foreboding descends over the town…



The continent of Faerun is a large and varied one, but this story takes place primarily in two certain locales, though a third is extremely important to the story.

The Yawning Portal: An inn built by the first adventurer to ever successfully return from Undermountain, on top of the well he used to enter the dungeon. While a relatively basic inn in terms of quality and price, the clientele is anything but ordinary. The tavern on the ground floor is full of a diverse and often rowdy crowd of adventurers from all over Faerun, and a room on the second level is devoted entirely to useful gear and weapons available to dungeon crawlers– for a price, of course. The inn is managed by the original adventurer’s daughter, Tamsil, whose half-elf heritage has kept her looking young far past the death of her father Durnan.

Undermountain: A legendary, massive dungeon ruled over by the mad mage Halaster. Maps are useless in Undermountain, as its corridors and rooms are bound to Halaster’s will– he can reshape and reform them whenever he wishes, though he doesn’t do it often. Ordinarily, the monster inhabitants of Undermountain are kept in check by Halaster’s presence. With his disappearance, Undermountain has fallen into chaos, with warring factions of monsters and creatures fighting in the halls. Rooms that are known through songs and tales of returning adventurers are few, but they include the Hall of Sleeping Kings, a large throne room that serves as the tomb for the greatest warriors of a past age, and the Maze, a nearly completely empty room with only a few magic pillars in it. Invisible traps line the floor in certain patterns, waiting for the unwary adventurer to take a wrong step and suffer the wrath of a magic missile storm.

The Underdark: While not playable at the beginning of the RP, the Underdark is a subterranean world where a large population of the dark elves know as drow live. The only way to get to it from the surface world is through Undermountain, on the deepest level.


Character Creation:

Blank profile form, with necessary information following it:














Species: See Races of the World.

Class: See Classes.

Alignment: Alignments are done along two axes, good to evil and lawful to chaotic, with neutral being in the middle.

Abilities/Skills: This is where you detail what your character is good at and can do naturally. Incredible skill with a sword or a natural affinity for casting illusions would go here.

Gear: List your relevant items such as armor and potions here. Any magical item must be listed, its effects detailed, and staff approved. It isn’t such a big deal if you have a set of ordinary gloves that isn’t stated in your profile, but if you spontaneously have a cloak that ignores all physical damage… It’s a problem.

Spells: See Magic, the World, and You.

Personality: How your character acts.

Appearance: How your character looks.

Biography: How did your character come to Waterdeep? How did they get involved? This is their life story until now.


The Races of the World:

Base playable races include humans, elves, dwarves, and halflings, along with hybrids. Custom races are acceptable, though they will have to be described in your profile if they aren’t in Forgotten Realms/D&D canon.

Humans: The most adaptable and the shortest lived of the common races, humans have spread like wildfire across Faerun. They can be anything from magical to martial arts masters, and anything in between.

Elves: With lifespans reaching into the millennia and legendary beauty, many other races look upon elves with something approaching awe. Shorter and more slender than humans on the whole, an ordinary elf can’t take a punch as well as a human can, nor are as resistant to disease and poison– but they are more nimble and can see in almost complete, nonmagical dark.

Dwarves: The underground craftsmen of Faerun, dwarves as a whole are a hearty, hardworking sort, though that is by no means a universal trait. Shorter than elves but built far sturdier, a dwarf is far more robust even than a human against physical trauma, and their innate familiarity with caves gives them an edge underground.

Halflings: The shortest and smallest of all races, halflings tend to be masters of trickery and thievery, though many will claim that is an “offensive stereotype propagated by the elven rulers of society”. No matter what the opinion of their mannerisms, however, the facts about their biology remain: Humans, elves, and especially dwarves are far stronger than they are– but nobody’s fingers move as fast or with as much skill as a halfling’s.



For the sake of simplicity, the class system has been condensed into six basic classes, three martial and three magical. You are not bound to explicit definitions of these– they are merely guidelines so the staff and other players know what to expect from your abilities. A combination of two is okay.


Fighter: The most combat oriented of the classes, fighters are not necessarily the tanks of any adventuring group, though they often are. Combining skill with weapons and shields with the strength to wear armor, a tough fighter can brutalize nearly anything in a straight, no tricks fight while suffering minimal damage themselves.

Monk: Specializing in the control of a subtle inner energy known as Ki, powerful monks are ridiculously fast and can do rapid, brutal damage with their unarmed strikes, sometimes even becoming speedy enough to block arrows. But wearing heavy armor and using all but a few weapons distracts them from the inner calm that they must maintain to use their Ki to its utmost potential, causing them to lose their focus and thus their abilities.

Rogue: The technical fighter of the lot, Rogues combine speed and skill to aim strikes at their opponent’s most vital regions, but cannot take as much punishment as a fighter’s rigid discipline and skill allows them to. Most rogues are stealthy, and experts at dealing with mechanical devices like traps and locks.

Wizard: Wizards are followers of the arcane, casting spells using their own power, ancient words, and certain gestures. Wizards have the widest range of spells of the three magical classes, but since they rely on their own ability and very specific words and gestures they are more suspect to exhaustion and spell failure than clerics and druids. The movement restraining properties of heavy armor, for example, can contribute to spell failure for spells that rely on gesture.

Cleric: A blanket term for any spellcaster that relies on the power of a higher being or deity, clerics are usually extremely good at casting the spells relevant to the being they follow. A follower of Torm, the patron deity of divine warriors, would be very good at turning undead and healing– but would not be able to throw rays of ice or fireballs. There are compensations, however: Since clerics are calling upon the power of another being, they are not subject to spell failure, and spells won’t drain their energy as much.

Druid: Druids call upon the natural world for their magic abilities, so their spells mostly fit into manipulations of nature: Animal enchantment, weather manipulation, and even shapeshifting fall under the abilities of a druid. Arcane spell failure does not apply to druids, but being indoors makes their abilities suffer.


Magic, the World, and You

Magic works quite a bit differently in this game than from classical NWN or D&D. You do not have to rest before casting spells to charge them, though physical exhaustion is a factor for a wizard who has cast a lot of powerful spells recently. What is required for the magic section is a listing of the spells your character knows and how often they can cast them, along with any reagents necessary if applicable. Custom spells are okay, but if they are not canon to D&D or NWN, you must detail their effects. Magic that causes instant death, like “Power Word: Kill” is ineffective.


Clerics must list their patron in this section.



1. All BZP rules apply.

2. Listen to the staff.

3. Your posts should go something like this, with IC for “in character” and OOC for “out of character”:

IC: A mad gleam in his eyes, Halaster advanced on the captured drow with a bolt of magic forming in his left hand.



4. Arguments/debates may go on for 3 posts in the main thread. After that, take it to PM or the discussion topic.

5. No godmodding. Dodging unavoidable attacks, ignoring injuries, etc. HOWEVER, this rule also applies to the attacker. Autohitting is not permissible.

6. This fits under godmodding: No metagaming. Knowing things your character didn't learn, magically crashing another player's party without a good IC reason.

7. Don't kill another player's character without permission from him/her. Make sure to write that you have permission in the post where you kill the character.

8. IN THE EVENT THAT DEATH SEEMS UNAVOIDABLE: Your character may be killed to avoid breaking rule 5. Only staff can do this. This isn't a punishment, just realism. If you have a good way to get out of it after your character is dead, please PM Joseph Cooper or another staffer.

9. NPC autohitting is permitted as long as you play realistically.

10. No bunnying. That means taking control of another person's character without permission.

11. Double posting... Nah.

12. Have fun!


Your staff are:

Nick (Joseph Cooper)



Staff NPCs and example profiles:

Name: Only remembered as the Hero of Waterdeep

Species: Human turned Outsider

Age: He was twenty-one at the time of his legendary adventure, but he’s 90 now. His nature as a being not quite of this world would have postponed his aging immensely.

Class: Monk

Alignment: Lawful Neutral

Abilities: Legends still tell of the Hero’s speed and his ability to dodge even the fastest of attacks. While no doubt exaggerated, the Hero was an extremely powerful monk who routinely wore boots that enhanced his already incredible movement speed. The normal immunities of monks to mind spells, poison, and disease were all powers of the Hero, and master monks still try to imitate the deadliness of his unarmed strikes today.

Appearance: For a legend, the Hero was very plain looking. He was a tall, muscular individual with a shaved head and a well-trimmed brown beard. In fact, the most remarkable things about him were his originally brown eyes, which began to glow purple as he grew in power. His normal outfit was a plain-looking yellow tunic and pants, relaxed in fit to allow for free movement.

Gear: That plain outfit, however, coursed with magical power, deflecting small weapons and attacks. As mentioned before, the boots he wore doubled his speed, the belt he wore at his waist giving him strength of mythical proportions. Songs tell of how he stood up to the hottest flames Mephistopheles could conjure– a resistance to fire granted by a ring he wore. Finally, he was known to carry the Relic of the Reaper, a device that pulled him back from that gates of death at the cost of a Rogue Stone. The artifact was rendered powerless when Mephistopheles was defeated.


The Relic reappeared in the room where the Hero stayed the night before his first ingress into Waterdeep a few months ago, on the 70th anniversary of the defeat of Mephistopheles. While entirely defunct, a strange sense of power radiates off of it– alien to this plane, but not entirely unfamiliar.

Spells: None.

Personality: The Hero’s deeds have been exaggerated and retold to the point that no one is able to tell if he was a saint or a scourge…

Biography: See background information.


Name: Deekin Scalesinger

Species: Dragonblood kobold.

Age: 90– A little above middle aged for an ordinary Kobold, though most don’t survive to this age.

Class: A combination of Wizard and Rogue, Deekin is very good with both a crossbow and arcane spells.

Alignment: Neutral.

Abilities/Skills: As a dragonblood, Deekin is immune to fire and can breathe it at maximum effectiveness once every few hours. His draconic heritage has also made him immune to poison and disease, as well as making him stronger, tougher, and more imposing than others of his species.

Appearance: A relatively ordinary looking Kobold, apart from the red draconic wings sprouting out of his back.

Gear: An enchanted light crossbow capable of creating and firing electrically charged arrows at a normal rate of fire, a horn that opens a small portal to the Plane of Pandemonium when blown, and leather armor enchanted to be as tough as steel.

Spells: Deekin’s normally prepared spells are Sound Burst, Fireball, and Invisibility, though he is known to have others on hand if necessary.

Personality: Deekin is intensely eager, loyal and devoted, to the point of almost puppylike admiration for those he follows and knows well– though he’s a bit egotistical and snooty with those he doesn’t. His success in the art world after his publishing of an account of the Hero of Waterdeep’s adventures has not helped his ego at all.

Biography: Raised by a white dragon who alternately tutored and tortured him, Deekin was one of the Hero’s most loyal companions from the very beginning, after the Hero freed him from the dragon’s clutches. Though they were split up after the Hero found the Relic of the Reaper at the end of his first journey, they were reunited before the descent into Undermountain– and Deekin went to and back with his “boss”. Since Mephistopheles’ defeat, Deekin has achieved huge success in the literary world for his account of the tale. Now, he has been drawn back to Waterdeep, worried about the disappearance of the Hero.


Name: Halaster Blackcloak

Species: Human, though how much of him is magic and how much is still flesh is debatable.

Age: At least 1000 years old.

Class: Extremely powerful Wizard.

Alignment: Neutral evil.

Abilities/Skills: Perhaps most unique in Halaster’s vast repertoire of magical abilities and skills is his innate connection to Undermountain, allowing him to reshape and reorder it at will. If Halaster dies, Undermountain will collapse. Additionally, his millennia of experience with magic items have left him with the ability to reflect spells, though they must be targeted at him.

Appearance: An old man in rich, purple robes with a mad gleam in his ice blue eyes, Halaster looks the part of a mad priest. His white hair and beard are long and unkempt, though clean.

Gear: As he’s a walking dynamo of magical power, Halaster does not often use armor or weapons. His cloak, however, protects him from all spell damage except acid, which he’s still trying to work out the kinks on.

Spells: As an Archmage, Halaster can alter and bend spells to suit his purposes– but that takes vast amounts of energy. His less taxing lineup is fireball (which he can alter into any element), Isaac’s Greater Missile Storm, and Arcane Fire, the lattermost of which allows him to throw pure, devastating blasts of magical energy.

Personality: Simply put, Halaster is insane and reclusive. His paranoia and insanity have led him to confine himself in a dungeon where no one can reach him unless he wants them to– and that never happens.

Biography: His legend reaches far back into the mists of time, but certain things are known. At one point he had several apprentices, but after his move to Undermountain he killed two and drove the rest mad, only one escaping. For the rest of his relevant biography, check the background knowledge guide.






And here we go, for judging.

No such thing as destiny.

BZPRPG Profiles

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Approved x3


1 1 2 3 5 8 13 21 34 55 89

"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong

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GMs: Purple God and Purple Devil


It is a dark time for the people of Japan. The recession continues to grow: prices are rising rapidly, and jobs are becoming more and more scarce in the wasteland that the once-proud nation has become. Its citizens can only shamble along the streets as they travel to and fro in order to perform their minimum-wage jobs. For many, starvation is the only option, but there are some who have transcended the depression that afflicts all, fighting their way through the hordes in search of the twilight meal that will save their souls:


The half-price Ben-to.


As night falls, those transcendent figures await the beginning of their tumultuous bloodbath, the horrifying brawl that ensues as all race for the prize of MSG-laden, low-quality lunch boxes sold at half-price. Construction workers, businesswomen, students and taxi drivers all stalk the dank isles of their local convenience stores, readying themselves for the moment their inner beasts are unleashed. When the manager of the local store, the God of Discounts that provides them their glorious sustenance, applies the last of the half-price stickers, they will strike.


And the streets will be filled with their blood.




Welcome to Ben-TwO!

So all of you may be wondering what the heck is going on, so I, the great Purple God of Discounts, shall edumacate you all on the glory that is ben-to brawling and the fight for survival in the myriad convenience stores dotted around recession Japan. Indeed, you are one of the many brawlers who can only survive the night with the assistance of beautiful-tasting half-price ben-to boxers, all lovingly crafted with added colours and preservatives.


In this specific RPG, you are a resident of the suburb of Koyo in the grand city of Tokyo, famed for its Japanese-style froyo, artificial beaches and numerous penguin museums. As a ben-to brawler, you stand miles above the pitiful creatures that are known only as “normal humans”. You are in possession of great physical capabilities, and your feats, usually found only in the realms of Jackie Chan movies, sometimes stretch even the laws of physics themselves, with many testifying to the sight of watching a brawler perform a 360-degree backflip on a skateboard and block a Rider Kick with cheap wooden chopsticks.


Bento brawls[edit]


Bento brawls are big, all-out, free for all battles for half-priced bento boxes, where victors are decided by who claims the bento first. The brawls are governed by a set of unspoken rules among the brawlers, mainly to keep each brawl fair and even.


  • Every brawler must wait away from the bento area until the God of Discounts, the ones who put the half-priced sticker on the bento boxes, put the sticker on the bento boxes and leave to the break room before beginning to battle. To take one beforehand and to harass the God of Discounts is disrespectful as the last thing they need at the end of their shift are people harassing them for their discount.

  • If another brawler manages to get a bento for themselves, they cannot be attacked. If two or more brawlers get their hands on the same bento, then they fight among themselves until the other lets go of the bento.
  • A brawler can only take one bento, to take another would be greedy and would spoil the victory for another.
  • Brawlers should never do anything to cause a bento to spill, doing that would mean one less bento for someone to get.


Asides from that, whatever methods one can use in obtaining a bento can be used from simply brawling to using baskets and chopsticks as weapons, even running around avoiding fights altogether are valid strategies. Sometimes brawlers fight in groups who will often fight with each other while going after separate bento or team up to take out a threat before brawling with each other.


Those that fight for bento boxes are often known as "wolves". Inexperienced bento brawlers are considered "dogs", usually considered as such when they do not understand the essence of bento brawls and use tactics that are looked down upon. Those that go against the rules and will selfishly go after bento and harass the staff are known "boars" and have no respect among brawlers. Bento brawlers will often do everything in their power to stop boars from obtaining bento as they go against everything brawlers stand for and thus do not deserve the bento. Strong and notable brawlers are often given titles, called nom de guerres, (which are usually associated with personality or appearance), though how they get their title are usually less than impressive.


The convenience store


All of our battles take place in a little convenience store on 4444 Shishi Street. It’s name? 7/11: a mighty titan that has survived during this recession even as many of its rivals fell. This humble 7/11 is but a medium sized convenience store. It carries the standard goods of rice, fruits and even milk. However its true beauty comes out a night. At 7 pm, the god of discounts, the skinny god, comes out and places the coveted half-price stickers on the boxes of ben-to that have yet to claimed. As the skinny god returns to the back and doors finally shut, the ben-to brawl has begun.


Profile form



Nom De Guerre: (If your character has earned a Nom De Guerre, in addition you must list the stupid reason you acquired such a title)



Skills: (What is your character good at doing?)







  1. No godmodding in here: don’t metagame, bunny, autohit or do other ridiculous things that should be beyond your character’s capabilities.
  2. When posting, use IC for character posts and OOC for anything that you want to say out of character.
  3. Please attempt to treat your fellow players with a modicum of respect.
  4. Profiles must be posted in the discussion topic for approval.
  5. No OOC-only posts in the game topic. Please put them in the discussion topic.
  6. Follow all BZPower rules.


Works Cited

"Ben-To." Wikipedia. Wikipedia, n.d. Web. 1 Feb. 2015. <http://en.wikipedia.org/wiki/Ben-To>.

Edited by Purple Devil


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So how do these brawls actually get started? Are you attempting to have some sort of solid time schedule of when exactly the Discount Deity starts slapping the half-price tags on things, or will the two of you just wing it and start a brawl up whenever its most convenient? 

And is there a set number of the bento we're fighting for? Is there only one or two each time or is the number randomly determined?



You say convenience store to me and I imagine something that could probably only fit half a dozen or so people that were fighting, is this one bigger on the inside or is this more cultural difference on my part and "convenience store" is not equivalent to "corner shop"?

I'm assuming it has a similar layout, though, of just a basic box with parallel rows of aisles? Nothing fancy?



You say we can't spill the bento boxes, but what about using other items around the store? Could we grab some of the plastic milk cartons and use them as delicious dairy powered boxing gloves, for instance?




No godmodding in here: don’t metagame, bunny, autohit or do other ridiculous things that should be beyond your character’s capabilities.



What exactly would qualify as "ridiculous things that should be beyond your character’s capabilities"? Given that you've already explained that brawlers can warp physics to perform such impossible feats as blocking kicks with chopsticks. We seem to be powered by Rule of Cool so why shouldn't I be able to use a baguette like a golf club to punt a car at someone?

On a similar note, how do injuries work here? Given the brawlers are superpowered is it even possible to take them out the fight by breaking their legs, for instance, or do we just have to exhaust our foes to beat them to the boxes? And if we do take injuries, do they heal normally or can we just slap a plaster on them and be fine for the next night?


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and...didn't you guys just submit an rpg last month? i know that the rules have amended to allow people to float more games but if persona's still getting on the ground i don't know if i want to approve another rpg run by the same team until persona either establishes itself or dies



Edited by tylerlicious definicious



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So how do these brawls actually get started? Are you attempting to have some sort of solid time schedule of when exactly the Discount Deity starts slapping the half-price tags on things, or will the two of you just wing it and start a brawl up whenever its most convenient? 

And is there a set number of the bento we're fighting for? Is there only one or two each time or is the number randomly determined?



You say convenience store to me and I imagine something that could probably only fit half a dozen or so people that were fighting, is this one bigger on the inside or is this more cultural difference on my part and "convenience store" is not equivalent to "corner shop"?

I'm assuming it has a similar layout, though, of just a basic box with parallel rows of aisles? Nothing fancy?



You say we can't spill the bento boxes, but what about using other items around the store? Could we grab some of the plastic milk cartons and use them as delicious dairy powered boxing gloves, for instance?




No godmodding in here: don’t metagame, bunny, autohit or do other ridiculous things that should be beyond your character’s capabilities.



What exactly would qualify as "ridiculous things that should be beyond your character’s capabilities"? Given that you've already explained that brawlers can warp physics to perform such impossible feats as blocking kicks with chopsticks. We seem to be powered by Rule of Cool so why shouldn't I be able to use a baguette like a golf club to punt a car at someone?

On a similar note, how do injuries work here? Given the brawlers are superpowered is it even possible to take them out the fight by breaking their legs, for instance, or do we just have to exhaust our foes to beat them to the boxes? And if we do take injuries, do they heal normally or can we just slap a plaster on them and be fine for the next night?


Indeed if one shall look at the section on the convenience store they shall see the following: 




At 7 pm, the god of discounts, the skinny god, comes out and places the coveted half-price stickers on the boxes of ben-to that have yet to be claimed.


Thus the amount of ben-to remain in fluctuation and will be revealed each night. 


In Japan these convenience stores tend to be around the size of moderate supermarkets, thus around 20 people may be able to fight at a time.  The layout is very much just a normal store with its aisles. 


All other items are free for the taking and indeed milk boxing gloves are very much allowed. 


A ben-to brawler does pull off inhuman feats, but one must always realize that outside items and weapons should be avoided, thus a baguette makes a fine baseball bat but make sure to pay for the baguette first. One must always respect the store and staff and thus never damage the 7/11 or waste the food without paying. Godmodding is thus defined as feats that are even more above beyond from the brawlers increased physical output, thus never going down, flight, or punches that go through the wall are all far too powerful. 


Injuries are much the same as a normal person, albeit a ben-to brawler has the majestic power to take more hits than the average human and appears to have unbreakable bones. Otherwise cuts and normal attacks will knock a person out provided they take enough damage. 


and...didn't you guys just submit an rpg last month? i know that the rules have amended to allow people to float more games but if persona's still getting on the ground i don't know if i want to approve another rpg run by the same team until persona either establishes itself or dies





Indeed us humble beings did submit an RPG last month, but when the muses seize control and enable you to create an RPG in 30 minutes you know your every action is dictated by divine will. I can not in good conscious ignore such will and thus I was compelled by the muses to post this game. 


Thank you, oh mighty overlords of the RPG, may the muses grant you such inspiration as they have bestowed upon the my humble self.

Edited by Purple Devil
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  • 2 weeks later...
  • 2 months later...

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






  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 both members of the staff (ftr, Dov (Albannach) and Perp(lexed))

  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



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.





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.






There are five schools of magical knowledge and power; these are…



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.



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...)



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.)




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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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

- - - -






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 to Cyrodiil, 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; Almalexia, Vivec 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 of Dremora, 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.



- - - -






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.



- - - -





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.

Mudcrabs, Slaughterfish and Rats still abound all over and around Morrowind, and the Alit, Nix-Hounds, Shalk 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.



- - - -






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.



- - - -





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.



- - - -





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 Lords here.


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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Wow the Argonians are not a nice race in this RP. Anyone playing one would be hated by most of the NPCs.

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Wow the Argonians are not a nice race in this RP. Anyone playing one would be hated by most of the NPCs.



From the first post: 


Members who are not RPG Judges, cannot post their thoughts in the Approval Topic. However, if a RPG is posted in this topic, and a member who is not a judge has something to say about the game, then they can take the RPG and their post into the Official RPG Planning Topic. If you, the member, wish to be noted with your opinions, then send the GM requesting a Personal Message detailing what you think is wrong about it -- however, posting it in the Official RPG Planning Topic is a better idea, as it allows the rest of the community to say their part. If you are not a Judge you shouldn't be posting in this topic at all, unless submitting a RPG for Approval.








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Okay, so how much of an actual plot do you guys actually have for this? Because you admit yourself you have got a huge world here and a lot of factions, and assuming you start with few players rather than legions of them (which kind of seems likely, frankly) then they're probably going to end up scattered across the four corners of your world. Either you're going to have to give them all something to do in the way of quests all the like (something which I notice you say you're not entirely up to, hinting a couple times you'd rather players do their own things) or you're going to have to have something thats both big enough and long lasting enough for news to spread and for people to actually get there. Because even if the meeting of Narsis blows up like you're subtly suggesting, there might be someone up in Dagon Fel who would quite like something to do and doesn't want to just fight Dwemer that they control over and over.


You've got a lot of facts here, they're very nice facts and I appreciate their existence, but I think you could do with having a bit more story, or for storylines to be a bit more noticeable in the RP post if you'd prefer that phrasing. Facts and lists are not substance. Its like you've given me a lot of cabbage when what I really want is steak. 

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The main plot will influence events across the province as a whole in a nonlinear way, giving players a chance to grow on their own accord while still participating in plot events. We're not too comfortable with the idea of solid, GM-controlled quests right now, but we will have opportunities for players to get in on all sorts of action, related or unrelated to the main plot, through prompts of our own. We'd just prefer if we didn't control every aspect of the game's advancement and left it up to the players to influence the various plotlines by themselves, with some prompting from the GMs wherever necessary to get the game going.

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So what would that entitle exactly? Monster encounters, Loot rolls?

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Seems p. good, Approved [2]

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1 1 2 3 5 8 13 21 34 55 89

"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong

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Reviewed this at camp, over the weekend. Printed it out.


Hmm. Magic system is still not to my tastes, but that's personal..


Approved. (3)

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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  • 2 weeks later...

Breaking Point


Rarely is progress, drastic progress, a linear and consistent process. It comes in fits and starts, inventions that spark a period of rapid advancement and revolution. The Industrial Revolution of the 19th century was one, the start of the Digital Age another. Progress, of course, continues after these revolutions; but they are the spark.


Thirty years ago was such a revolution. The establishment of the very first colony outside of our orbit. It wasn’t very far, just beyond the Moon, but it was groundbreaking. The first success, funded in large part by private entities, was the start of rapid expansion. Colonies were springing up further and further away, each one more populated than the last. Within fifteen years there were a dozen self-sustaining colonies between Earth and Mars. Some funded privately, some publicly, but all several days beyond easy reach. At the minimum. The furthest colony to date takes weeks to reach.


Once upon a time, it would have taken the better part of a year. Advancements in propulsion have cut that time down, but it still is a trip not to be taken lightly. This relative isolation, naturally, led the disparate colonies to band together. Eventually they sought recognition by the Earth Federation, the governing body established some seventy years ago, as an entity all their own. The Ark Union, as they called themselves, earned as much sovereignty as any member state of the Federation.


Not that everything was perfect. Even now some states refuse to join the Federation, and small-scale border skirmishes occur every few years, if not months. None are large enough, or united enough, to engage in outright warfare with the Federation but the sentiment is there. Some took advantage of the relative autonomy found in space to establish themselves as roving bandits, fueling even further the development of arms for the new age.


That field would experience its own revolution, however, when he Ark Union developed the Arsenal Walker. The term used to be just the project’s code name, but it was quickly adopted as the name of the new weapon system. A humanoid machine, roughly twenty five meters tall, controlled by a pilot seated in an interior cockpit. Multitudes of thrusters arrayed on its frame provided for exceptional maneuverability in space, and its humanoid design allowed for much more adaptability to situations. This machine, AW-001, was more a testbed than a true product. It lacked refinement, and it lacked for weaponry, but it was a powerful statement. The creator, the Dyson Foundation, had also funded the creation of the very first colony. AW-001 has its roots in equipment designed for heavy lifting and construction, both in and out of atmosphere, but one of their engineers saw its potential.


Notably, the Dyson Foundation sold the framework for the AW-001 to anyone willing to pay. Independent engineering propelled the system forward rapidly, multiple corporations tweaking and improving upon the design. After a time, even the Earth Federation, seeing the way the winds were blowing, purchased several frames.


Engineering them for use on Earth’s surface was a more difficult task, but one taken very seriously. For alongside the revolutions in engineering, news of certain other practices in the colonies was breaking.


An inspector from the Earth Federation found that multiple government-funded projects were undertaking illegal genetics research into cloning and gene manipulation, using the results as an easy labor force for the colonies. Despite sanctions by the Federation, the work continued. Eventually the practices became widespread, leading to mounting tensions between the Federation and its member entity.


Those tensions continue to this day, thirty years since the colonies were founded. The isolation of the Ark Union made investigations into its activities difficult, and its representatives, seeking space to expand upon the Earth itself, have become increasingly belligerent. As the sanctions mount, so too have tensions between the Federation and the Union. Tempers are running high.


On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?




To make a long story short, a wide range of colonies between here and Mars were established thirty years ago. The colonies invented Arsenal Walkers, the war machines currently in use by all factions, and began using cloning and genetic manipulation to both engineer their citizens and their work force. Tensions between the Federation and colonies are high, and may be approaching a breaking point.


You will play as a civilian or soldier of the Federation, stationed in Horizon. As these events unfold, you will have your part to play.




Miles from where a continent was cut in two, one of half a dozen pipelines to space has become the nucleus to a thriving city of around four and a half million souls. Horizon is one of half a dozen such cities, cities that sprang up around the sites of the most critical pipelines to space: mass drivers. The massive complex used to bring people into space is situated in the outskirts of the city, connected by a major highway to the heart of the metropolis. The complex, in addition to the mass driver, houses docking for ships leaving and arriving on Earth.


In addition to the driver, Horizon plays host to a large harbor and airport, permitting travel across the globe as well as from it.


Given its nature as a hub of transportation, Horizon plays host to outposts of major corporations, tourist services, and more trade than anyone could fathom. Items shipped through the city inevitably drop part of their wares with its stores, taking advantage of the city’s constant traffic to make sales. The urban sprawl is set up remarkably well, with parks interspersed throughout the city and pedestrian-friendly bridges over major roads. The corporate side of things, be they offices or warehouses, are located near the outskirts of the city, leaving the center free for residence and smaller businesses. The beach is a frequent attraction, especially for those coming from space, as it is situated close to the mass driver facility.


A Federation Armed Forces military base is located on the outskirts of the city, as well, with its diplomatic offices closer to the city center. The base is a surprisingly large one, possessing extensive facilities for Walker maintenance and launch, as well as a large Research and Development wing. The facility has its own shipyard, though its vessels are (primarily) docked near the mass driver when not on business to the base proper.


Horizon, situated within a Federation member state, is governed by its laws. With the cultural exchange of a largely open world, various regional cultures and traditions are intermixed under a fairly standard legal code.


Mecha and Technology:


The primary weapon of war, in this time period, is the Arsenal Walker. Though often supported by more traditional vehicles and soldiers, Walkers have revolutionized the battlefield. Standing, on average, about 20 meters tall, these mechanical humanoids possess roughly human proportions, though the details may vary. The average Walker is agile enough to outmaneuver the average main battle tank, and those not maneuverable enough are armored enough to take a shot from one and keep on ticking. Walkers are powered by miniature cold fusion reactors, usually secreted away in the torso, and piloted from a cockpit inside the machine. Primary sensor arrays are housed in head-like units on the top of the machine.


All Walkers, no matter how complex they become, all have their roots in the original AW-001 frame. As a result of this, and the Federation’s work in keeping things consistent, most technology used by them can with a little work be used in most other Walkers. A few noteworthy exceptions aside.


More information on individual units can be found in the Walkers tab.


Space travel, similarly, has advanced. Mass drivers are used to propel large, space-faring ships (be they military or civilian) out of Earth’s atmosphere, and most vessels are designed to be capable of re-entry under their own power, as well as flight in-atmosphere. Ships are propelled by EM Drives, first discovered in the 21st century and refined in the modern day. These engines run on minimal fuel, and are capable of traversing the distance to Mars in roughly seventy days. They can reach, provided an uninterrupted flight, the furthest permanent colony in roughly fifty six days.


Military ships are armored, and make use (primarily) of railguns and other projectile weaponry. Newer and larger ships brought out of drydock by the Federation are just starting to make use of focused beam weapons, and they are very much in the trial phase.


Colonies have been established between here and Mars, the nearest being a few cities of varying size on the Moon, and the furthest being most of the way to Mars. Colonies established in space, rather than on a planet or planetoid, take the form of O’Neil cylinders; vast cylindrical colonies with panels arranged around a center axis. The colony spins on this axis to generate artificial gravity by way of centrifugal force.


Arsenal Walkers:


All Federation Walkers are, as a rule, equipped with additional protection around the cockpit and an effective ejection mechanism for the pilot. Most weaponry used is, due to a shared base frame, compatible across all Walkers with some effort.  Almost all Walkers are also equipped with a melee weapon of some kind, in the event that their enemy closes to melee range. Most weaponry are either heated to aid in penetration, for large weapons, or modified to act as a vibroblade, for smaller weapons like knives.


FAW-007[G] Warrior: One of the earliest functional designs still in service. While the machines are consistently upgraded to keep current, the base frame has not changed. 22 meters tall, slightly above average for a Walker, the Warrior is the workhorse of the Federation Forces. Something of a jack of all trades, the Warrior is reasonably armored and reasonably agile, excelling in neither area while performing adequately in both. The ground variant of the Warrior has been painted in every color from Federation Forces standard to camo variants for urban, desert, and jungle warfare. Possessing space for a number of additional systems and weapons, the baseline model is equipped with standard sensors and a combat rifle with shield. Cockpit is present inside the chest. Melee weapons vary, but commonly equipped with Walker-scaled machetes.


FAW-016 Gunner: Designed to fill the artillery role, the stocky, 25m Gunner is one of the heaviest machines on the battlefield. It sacrifices its mobility for unusually durable armor, and unusually high levels of firepower. The baseline model’s power supply feeds directly into a pair of downsized railguns that angle over its shoulders, propelling various slugs at high velocities towards their targets. Various other weapon systems are constantly present, outfitted and changed based both on pilot preference and mission requirements. Its benefits, however, come at a cost; the railguns require most of the power core’s output when fired, requiring the machine to be completely still for its operation. Its abundance of weapon systems, as well, reduces its short range sensor options and the multitude of controls necessary for a pilot to operate in order to use both weapons and other functions is immense. For this reason, the original FAW-016 has largely been phased out in favor of the FAW-016A, redesigned for two pilots; one to control the suit’s primary functions, and the other to act as a gunner. The original can still be found in use, however. Both variants have their cockpits in the chest, while the FAW-016A has a fighter jet style two-seater cockpit. Melee armaments vary, both in type and presence, but often take the form of some kind of ax.


FAW-014 Scout: Roughly 17m tall, the Scout is one of the smallest, in height and mass, Walkers fielded by the Federation. Its design clearly echoes its purpose, with more thrusters and less armor than any other design currently in service. The Scout, as the name implies, is meant to be an advance recon unit, responding to (and performing reconnaissance on) potential threats before they arrive. Its speed and agility are second to none on the ground, but it comes at the cost of armor and heavier weapon systems. Some Scouts have been modified to carry more potent weapons without the reduction in speed, but such designs are uncommon; they require ever further reduction of the already comparably frail machine’s armor. Cockpit is located in the chest, standard sensor array, Melee weapons vary, though commonly a small machete or set of knives.


FAW-022 Raptor: One of the newest models, the Raptor is one of the most effective transformable Walkers. At 19.6m the Raptor is around the average Walker size, and every meter has been optimized for aerial combat. First developed from flight capable backpacks for other Walkers, Raptors possess a large array of powerful thrusters, with the most powerful embedded in the back. Smaller thrusters can be found in the legs for added stability. These thrusters grant the Raptor unparalleled speed in the air, at the cost of armor. However the most unique feature of the Raptor is it’s ability to transform into a high speed aerial fighter form. Capable of achieving incredibly high speeds, the Raptor is able to easily outperform the fighters of old. In terms of armaments, the transformable nature of the Raptor means that only possesses a single gun in Walker mode and small machine guns built into its head. Combat knives can also be added into holsters built into the legs, a variant with a missile system installed does exist. However said variant comes at the cost of some speed, and the missiles are most effective in aerial combat. However the main drawback of the Raptor is the high strain it places on the body, as such only the most able of pilots are capable of flying a Raptor in combat. Cockpit is located in the chest in Walker mode but becomes the nose cone in Flight mode. A slightly upgraded sensor array is built into the Raptor to allow for greater ease during dog fighting.  




The profile form is included below. If there are headings that are not there that you wish to use, feel free to add them; these ones, however, are absolutely necessary for a character’s approval. If your character possesses a Walker, you must also fill out a profile for their machine.


All military characters are part of the Federation Forces, and it is recommended that civilian characters have some kind of proximity, either socially or location-wise, to the military to avoid being too spread out to interact with the plot.


Name: Self explanatory.

Age: Also fairly self explanatory.

Gender: I feel like I really don’t need to explain these first three headings; gender goes here.

Occupation: What does your character do for a living? If they’re military, please note rank here as well, bearing in mind that most of your characters aren’t going to be very high ranked.

Appearance: What does your character look like? Please be detailed. You don’t have to write a novel just about how your character looks, but please be more detailed than just jotting down a few characteristics.

Equipment: What does your character carry? Weapons, medical supplies, things of that nature go here. Also use this spot to denote possession of a Walker.

Skills: What is your character good at? Be reasonable, they’re not some unstoppable super-ace.

Personality: While I understand that personalities are hard to pin down at first, please include an overview of your character’s general behavior.

Bio: Every character has a history, and here is where you outline that. This can be incredibly detailed, or fairly basic; just please give a decent overview of their past, even if other characters will not know it.

Weakness: No one is perfect. What is your character’s weakness, be it a fatal flaw or an insufficient skill?


Profile for Arsenal Walkers:


Base Model: Even customized, all Walkers have a base frame. The ones that players can start with are outlined above. If you wish to use a custom one, that is permissible; but you have to give a fairly detailed overview, and be aware that it must fit in with other mass produced models.

Designation: Even mass produced machines need something to differentiate them. What is this specific unit called?

Appearance: Describe its appearance, with particular attention to how it differs from a stock model.

Armaments: What are its weapons? Be reasonable, and bear in mind what the model of your choice could feasibly use.

Weakness: All machines have some kind of flaw.

Pilot: Self explanatory. Who pilots it?




  1. Obey all BZPower rules.

  2. Listen to the staff.

  3. No godmodding; this includes, but is not limited to, autohitting, metagaming, and bunnying. I think most of you know what constitutes godmodding and what doesn’t, but if there is ever a question, err on the side of caution and take it to the staff.

  4. Do not kill another player’s character without their permission.

    1. If, however, a character is put in a position wherein their only option of survival is to godmod, that character will be killed.

  5. All profiles must be approved by the staff. While there is no hard character cap, we do reserve the right to deny approval if your number of characters is getting unreasonable.

  6. The staff will deal out punitive action as needed, though it will hopefully be unnecessary. Depending on the severity of the transgression, punishment may range from character injury to temporary or permanent ban of the player.

  7. Please maintain a degree of realism; yes, your characters are piloting robots that should not, technically, exist, but please stick to what would be reasonable realistic.

  8. Have fun.

  • Upvote 4



On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?



  Breaking Point: An OTC Mecha RPG


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First off, co-host? Pretty sure you said you had one in Planning but I'd prefer a mention in the actual RPG.


Second...I can't help but feel the mechs don't actually fit into this mech game. They're big stompy war machines but there's no war. It seems to be something of a Cold War scenario where there's a lot of espionage and politicking between Federation and Union, and not a lot of need for shooting things with guns the size of buses. Even when the war does inevitably break out the fact that we're locked in Horizon suggests less grand orbital dogfight and more tight urban combat. You try putting 20ft tall mechs into urban combat the city's going to be levelled within minutes. 

It's like there were two ideas here, one for a game where the mechs were more early-stage exoskeletons and another that went full Gundam, and the result is like trying to squeeze a foot into a shoe a few sizes too small


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