Board Thread:Roleplaying/@comment-1592115-20150510083126

The year is unknown, as the civilization of Tamriel are all gone since. One day, you, as an outlander, are thrown to this barren wasteland with wooden rafts. The ruins of cities are deserted, dusty. There's no signs of population other than the Nordic cities in Skyrim, the Impierial City of Cyrodiil, and more, but all are emptied. The nature on the other hand are like heaven and earth, grasslands, forests and rivers are everywhere, some even overlapped the ruined cities. There're even signs of animals and fruits too.

For every visitors brought to here, their wooden rafts are craved with few words: "Craft, Cultivate, Create." Who brought us here? Why are we told to cultivate this new Tamriel? How do we build our civilization and colonise this land?

Welcome to Tamriel.

Rules:

1. Standard RP rules are almost non-existent, as we're in the wild.

2. Again, free RP, except you have to build your civilization on your own

3. You don't start with any spell, but you can get them later on

4. Same goes with armors and weapon, other than the starting roughspin clothes and wooden tools, you have to gather materials and craft them.

5. Your characters are NOT protected from death, hunger and thirst, never forget to seek food, and be wary of the wild.

6. You can only start with Nord, Imperial or Redguard, for all Meri races are non-existent outside Tamriel, and you are outlanders. half-breeding is however allowed.

7. Day/night cycle is determined by host, as well as weather and season, for it affects creature varieties and habits on the area.

8. Unlike most RPs, you're encouraged to attack other player characters, especially this is about creating your own civilization.

9 However, one must allow the opponents to retaliate before outright killing them, otherwise considered as Powerplaying.

10. Powerplaying is strictly forbiddened.

11. Other than that, enjoy.

Character Card:

Name:

Race (Nord/Imperial/Redguard):

Gender:

Age:

Appearance:

Skills (1 Master, 2 Experts, 3 Adept):

Equipments:

Attires:

Powers (Racial + 2 Max, No Spells):

Resistance (2 Max):

Weakness (At least 2):

Mental Weakness (At least 1):

Character Bio (Optional):

Spec Note: 