Board Thread:Roleplaying/@comment-5583506-20160516023321

After the rise of the Dragonborn and during the still early days of Tamriel's 4th Era, the destructive nature of the Third Aldmeri Dominion could contain itself no longer. With a massive attack against the shorelines of Tamriel, the races of Beastfolk and Men would soon find themselves staring into the precipice of total annhilation. With the Empire in a disarray all hope seemed to be lost.

Whatever happened thereafter has remained shrouded in a veil of mystery in the history books. All that is known is that shortly after the Third Aldmeri Dominion's grand assault, the tables were turned. But not in the favor of Men, nor Elves, nor Beastfolk. But instead in the favor of the mysterious, gigantic, and rampaging beasts that now roam the land. Whatever event that ocurred those many centuries ago, it caused some sort of mutation in the feral wildlife of Tamriel, causing the creatures to grow to almost fifty times their own size. Now gigantic wolves, sabrecats, bears, minotaurs, slaughterfishes, mud crabs, alits, kagouti, guars, mountain lions and wamasu are a common sight as they constantly search for prey.

It is now the late 5th Era and the once proud cities of Tamriel lies abandoned or in ruins. Mankind has been divided into several factions. The City-Dwellers, the peoples who live in the safety only the mountaineous and underground cities can offer. The Outsiders, the struggling tribes who live of the lands and the forests, survivors whose everyday out in the wilderness is a gamble between life and death. And then there are the Beast Slayers, a professionally trained organization dedicated to decimating the populace of the gigantic creatures in the hopes that one day mankind will reclaim what they once lost and restore Tamriel to its former glory.

Are you gonna let yourself be trampled and devoured? Or are you gonna take up your arms against the monsters preying on your people?

This is the Year of the Giants 5E 894.

This is...

        

Welcome everyone and all! Now before you all get too excited and eventually succumbs to your own hype, there are some rules we need to set up first as well as some short descriptions of the world state.

<p style="font-weight:normal;">DaedraBorn101 acts as co-GM when I am not around.

<p style="font-weight:normal;">

<p style="font-weight:normal;">The World:

<p style="font-weight:normal;">Simple really. Imagine Tamriel in its current state and then remove all signs of major civilization (as if the lands in the games weren't already dangerously underpopulated enough). Just imagine a vast open wilderness and amidst them, the ruins of the once so proud Imperial City standing silent and abandoned on the isle in the middle of Lake Rumare, slowly deteriorating. Only a handful of inhabitated places still exists, in the deepest caves or high up on the tallest mountains, where people have established communities to keep themself as safe as possible from the threats of the giant creatures that lurk about. That's the kind of feeling I am looking for in this world.

<p style="font-weight:normal;">The Factions:

<p style="font-weight:normal;">There are three factions as previosly stated in this world and they all come with their own pros and cons.

<p style="font-weight:normal;">The City-Dwellers:

<p style="font-weight:normal;">The name says it all. The City-Dwellers are the descendants of those who first managed to found a safe habitat for people to stay alive from the gigantic animals. They live high up in seclusion on the cold mountain peaks, overlooking the wild world from above, or down amidst the ancient ruins of the Dwemer, where they have to put up with some tremors every now and then due to passing animals. City-Dwellers live in a system built on a hierarchy where the people who sustains the survival of the community are regarded as the most important. Therefore builders, merchants, hunters and city guards are among the top tier of wanted jobs, whereas for all the others jobs as alchemists, cleaners and messengers are considered to be among the lowliest in the hierarchy. Though rather wealthy and well-educated, City-Dwellers seldom get along with one another. Most likely due to class differences or just being sick of the sight of each other, having to spend the majority of their time staying within the safety of the already overcrowded cities, never to lay eyes upon the outside world. The only thing most City-Dwellers have in common is a shared disdain for Outsiders, whom they blame as the reason for the beasts mysterious growth back in the 4th Era. Although Outsiders are allowed to enter the cities, they are often treated with contempt and suspicion. The City-Dwellers' most severe punishment against lawbreakers isn't death, but rather banishment, which in some eyes may be considered as an even worse fate than death, since it would mean that they are entirely left on their own in the wilderness with no experience of survival on their own, nor protection against the Beasts.

<p style="font-weight:normal;">Known cities include the Underkeep, located beneath the ruins of Markarth; Kilkreath, built upon the peak of Mount Kilkreath; Dragontail, secretly located somewhere among the Dragontail Mountain range; the ruins of Saarthal, and Dive Rock in Cyrodiil.

<p style="font-weight:normal;">GOLDEN RULE: It is highly recommended for new role-players who starts as City-Dwellers to begin in the city of Dive Rock.

<p style="font-weight:normal;">The Outsiders:

<p style="font-weight:normal;">The Outsiders is the collective term for the people of those who couldn't get a permanent residence within the walls of the cities. They live out in the wilderness and in the ruins of ancient settlements in small tribes, in a mix of all races. They live a nomadic lifestyle, never staying in one place for too long due to fear of being eaten or trampled on by the Beasts. They survive of the land; learning hunting, cooking, trapping, tracking, foraging, alchemy farming and botany. Everything needed in order to survive in a world of gigantic monsters. The Outsiders treat their members and other tribes with great respect and hospitality, knowing the hardships and the struggles each and everyone of them have had to endure. Losing friends and family to the jaws of the Beasts. The Outsiders occasionally trade with the City-Dwellers, yet do not like them. They consider City-Dwellers to be tenderfoots, who never had to sacrifice anything in their lives in order to live in prosperity. Outsiders also hold the City-Dwellers to blame for the unknown event that caused the Beasts to mutate. Though Outsiders are courageous and possess much knowledge about the Outside world, they know little about the lifestyles of the City-Dwellers and will thus often make up stories about them to tell around the campfire. And despite all their skills their life expectancy is low in comparison to the City-Dwellers.

<p style="font-weight:normal;">Known areas in which Outsiders frequently visit includes the Great Forest and the Blackwoods of Cyrodiil as well as the Pale and the Reach of Skyrim.

<p style="font-weight:normal;">GOLDEN RULE: It is highly recommended for role-players who starts as Outsiders to begin with Ulfrand's tribe in the Jerall Mountains.

<p style="font-weight:normal;">The Beast Slayers:

<p style="font-weight:normal;">An organization dedicated to exterminate the threat of the gigantic Beasts. These men and women have fully given themselves to a common cause; for glory, of their own will, or just for a better chance of surviving in the harsh world. The life expectancy of a Beast Slayer is relatively low, even lower than an Outsider. Generally accepted among both City-Dwellers and Outsiders, and very often described as heroes among these, the Beast Slayers try to avoid a life of luxury, wealth and glory. They are fighting to make a better life for others, not for themselves, since they with most certainty will die in their attempts. It is rare to encounter a Beast Slayer who has lived long enough to kill his eighth Beast. The Beast Slayers usually sends out an emissary or two to locations in which they know are frequently visited by survivors of the other factions. This is to recruit more Beast Slayers to the cause. City-Dweller communities are eager to give up banishment-sentenced prisoners to the Beast Slayers, whereas Outsiders are more likely to volunteer due to their previous experience with the Beasts. Despite having members of both factions among their ranks, it's seldom that these members get along well due to the inherited mistrust and paranoia that exists within the City-Dwellers and the Outsiders. Despite this, those who survive their first encounters with a Beast are hardened and eventually learns to rely on one another for future survival.

<p style="font-weight:normal;">The Beast Slayers equipment consists of an entire arsenal of tools, traps and items used in order to trick or confuse a Beast. A specially designed equipment which links to their body armor, allows a Beast Slayer to fire a line with a harpoon to attach onto a Beast's flesh, whereas from there they can pull themselves towards the creature in order to finish it off quickly with a direct blow to the skull with their customized blades.

<p style="font-weight:normal;">The Beast Slayers head quarters are located in the ruins of High Hrothgar on the Throat of the World. There they have barracks, training grounds, recreation chambers, stables and everything else a fighter of the people might require.

<p style="font-weight:normal;">GOLDEN RULE: Players starting as Beast Slayers will do so in Dive Rock under the command of Myrdana Lammus.

<p style="font-weight:normal;">Rules:

<p style="font-weight:normal;">1. You can create as many characters as you want but try not to go overboard, only create as many as you can handle.

<p style="font-weight:normal;">2. Take this RP seriously. No messing around! This has been under development for some time and I will not allow it to be ridiculed due to lack of respect. If you find yourself bored, then write a flashback or a dream sequence or develop your character.

<p style="font-weight:normal;">3. Do not annoy others, simply because you are bored.

<p style="font-weight:normal;">4. You can not kill or maim (remove the limbs off of) other player characters, without the creator’s permission. You can if they agree to it, or if the contributor has left the RP some time ago.

<p style="font-weight:normal;">5. The previous TES protagonists are all dead and gone.

<p style="font-weight:normal;">6. You can not be a Divine or a Daedric prince. In fact, let's just pretend that the Divines and the Daedra no longer interfers with mortals. Don't want them messing around with this plot.

<p style="font-weight:normal;">7. You cannot be a customized race. Half-breeds are fine though.

<p style="font-weight:normal;">8. Your character can be from any province in Tamriel.

<p style="font-weight:normal;">9. You cannot be overpowered. This means no avoiding damage or ignoring it. You may block, you may attack. Repeat.

<p style="font-weight:normal;">10. You can take control of any NPC as long as no one else is controlling them at the time.

<p style="font-weight:normal;">11. If you write a piece, you can add the occasional song or track in a link to the RP, use to state that you are adding a track.

<p style="font-weight:normal;">12. You can have Flashbacks: Unless you have arrangements with another player, you cannot interact with another player’s characters in a flashback, you can with NPCs.

<p style="font-weight:normal;">13. You can also write dream sequences: In a dream, most rules do not apply, but only because dreams have no bearing on the plot or actual world. Anything that happened in the dream stays in the dream; therefore dreams should only be kept to one or two post.

<p style="font-weight:normal;">14. If you decide to join this RP and you find that the character has integrated him/herself into the plot well enough, and then all of a sudden feel the need to leave the RP. Then please don't just leave without giving me, Daedra or any other RPer relying on said character a heads up in time. That way we can prepare alternative outcomes to sub-plots and the like in the abscence of otherwise needed characters.

<p style="font-weight:normal;">15. Have fun! Are you not having fun or feel out of place with the situation or the character? Send me or Daedra a message and we will see if we can cook something up for you. <p style="font-weight:normal;">

<p style="font-weight:normal;">More rules might be added. <p style="font-weight:normal;">

<p style="font-weight:normal;">Character Card Template:

<p style="font-weight:normal;">Name:

<p style="font-weight:normal;">Race:

<p style="font-weight:normal;">Gender:

<p style="font-weight:normal;">Class:

<p style="font-weight:normal;">Weapons:

<p style="font-weight:normal;">Armour:

<p style="font-weight:normal;">Appearance:

<p style="font-weight:normal;">Backstory: <ac_metadata title="Titan Age: Part VII"> </ac_metadata>