I am going to do a role play if anyone wants to join, it's got the best aspects of morrowind/skyrim.
What's on your mind?
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For 10 years, the province of Cyrodil and all other Imperial territories have suffered under the tyranny of Amaund Motierre. In the absence of Titus Mede II, who was murdered aboard his own private ship during a visit to Skyrim, the Elder Council panicked and threw a man who claimed to have a plan onto the throne.
His plan included the complete subjugation of his own people. The freedom to speech and independent living have all but been erased, and those who would dare to question the Emperor’s wisdom or support other leaders in any capacity are sentenced to death. Food, water, and other basic necessities are scarce as Motierre devotes more and more resources to the war in Skyrim. Things have never been so desperate in the Imperial City.
Elsewhere, the relationship between the provinces, races, and cultures grow tense. The Dominion has stepped up its training and mobilization of soldiers, leaving the world to believe that it is once again on the verge of beginning another military campaign. The Skyrim countryside continues to be ravaged by the effects of the war as the Empire digs its heels into it’s final few holdings and refuses to surrender. The houses of Morrowind cannot come to an agreement on what shall be done with the Province. Black Marsh has further severed their ties from the politics of Tamriel. Citizens of High Rock secretly clamor for secession from the Empire. Chaos and Turmoil seem to have once again engulfed the land.
Not all is lost, however. In these dark times, there have been whisperings of a group of men and women operating from the shadows and trying to keep the ideals of truth and justice alive. A group who protects those who cannot protect themselves, and destroys those who would wreak havoc upon the land. The existence of this so called “Heroes Guild” has been debated by many of people.
But you know. You have received an invitation to this mysterious Heroes Guild. Whether it was because you have possessed a power from birth or you have learned to be one of the greatest warriors or rogues Tamriel has eve known, you have been asked to head to Riften to join this guild. What this guild wants or what the future holds, you are not sure. One thing, however, is for certain.
The Age of Heroes has begun.
----
RULES:
1: Feel free to create as many characters as you want or need, but try not to go overboard with it; only create as many as you can handle.
2: Please take this seriously. Should you find yourself bored, don't start messing around. Instead, find a character to talk to, or write a flashback or dream sequence. Do not go around annoying others because you have nothing to do.
3: Killing or permanently injuring other people's characters is strictly forbidden, unless you have the consent of either their player or the GM.
4: You are not to play as any characters established in official TES canon. You are not the Last Dragonborn, the Hero of Kvatch, or Nazeem.
5: You cannot play as Divines, Daedric Princes, or other incredibly powerful entities.
6: Don't be overpowered. That means:
No avoiding damage or ignoring it: You take hits, just like you dish them out. You may block or dodge attacks but one in three must hit you. No ridiculously over powered super-spells: anything that allows you to destroy powerful enemies in one hit or gives you a majorly unfair advantage over other players and NPCs will be considered overpowered. You cannot destroy a building or a settlement in one post; depending on the building’s size, you must destroy it over the course of several posts. The only exception is during flashbacks, dream sequences or during written plot pieces (over the course of a paragraph or two).
‘Fridge Magic’ is also considered a form of overpoweredness. Fridge Magic is spontaneous luck, which allows the player to avoid damage or consequence for their actions, where the stars align to always make sure that one character stands tall and is completely invulnerable to whatever is thrown at them. It can be done accidentally, so it’s not treated as harshly, but please undo it if multiple people call you out on it or if the GM calls you out on it.
7: The starting date is 4E 211. The advisable starting place would be the Bee and the Barb in Riften. For the current date, please view the Story Summary on the Age of Heroes canon page.
8: You can be from anywhere in Tamriel and play as any of the ten races. Halfbreeds are accepted as well, and other races may be accepted if their presence is logical and fitting.
9: If you write a flashback, you can only interact with other characters if you have agreed upon it with their players, or if they are NPCs. In dream sequences, most rules can be disregarded, but only because they do not impact the real world.
10. No excessive gore, sexual scenes, and other shock factor stuff. Excessively graphic writing is strictly forbidden in this roleplay, and from this website as a whole. Please consult the main website rules for more information.
With that said, This story will contain writing with mature content, including violence, swearing, and suggestive scenes. Roleplayers under the age of 18 should not participate. Basically, if you'd be disallowed from buying an Elder Scrolls game or entering an R-Rated movie, you should not join this.
11. The GM's word (Daeds) is law.
----
Map that will be used for reference.
Have Fun!
Just Updated
After ruling the Abecean Sea for over 700 years, the once thought to be immortal Pirate King Byrzokka is dead, leaving in his wake a power vacuum now that his throne on Stros M'kai lies empty. Tensions rise as both new pirates and several surrounding nations smell their chance to strengthen their hold on the region, all the while the Empire is still recovering from the damage done by Jagar Tharn.
The year is 3E 401. The Abecean Sea and its surrounding waters lie full with opportunities for those brave enough to dive into the unforeseen adventure. Perhaps there are also an unlucky few who are pulled in by mere coincidence or a play of fate. But beware, for in the depths danger lurks for the traveler caught off-guard.
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Setup
The pace of Vessels & Vassals is not too fast, but it is story driven. NPC's will have a life on their own, but sometimes progression needs to be triggered by the players. Exploration and interaction with the maps is therefore encouraged.
The worldsize in this RP is huge. For example, the Iliac Bay has approximately the size of Great Britain (and Tamriel around the size of Australia), so traveling from settlement to settlement will take days, at least.
The RP starts small, however, and becomes bigger as the story progresses. Starting zones are Daggerfall and Stros M'kai. In later chapters it's possible to introduce characters in other zones.
The RP is light hearted, but actions can have dire consequences. That said, taking risks is encouraged and ending up in prison or being chased by guards can open up interesting events for example!
Everytime there is a large time jump (events like traveling to another settlement, so not including small jumps from night to day) a new chapter will start.
It's also entirely possible the RP will take place on water for days on end!
-----
Rules
Feel free to have as many characters as you want, but don't create more than you can handle. You can post your character in this CC thread.
The RP has a lot of NPC's. It's allowed to include them in a character’s background, but within reason, of course.
Adding others’ characters into your background story is only allowed with the owner's permission.
Killing or badly injuring others’ characters is forbidden unless with permission from the player or GM.
Vessels & Vassals follows the official timeline and is set between the events of Arena and Daggerfall. So while there is plenty of room for a lot of creativity, it's not possible to do something that would alter future events (for example: it's possible for a character to temporarily usurp the throne of Daggerfall, but it's not allowed to kill any historical members of the royal family).
Your character can start with some form of importance/rank. However, it isn't possible to steer your own ship, for now. In later chapters this may change.
You can have some NPC's of your own. However, it's not allowed to have a complete crew/army handling things individually.
Don't be too powerful; You can't play as an immortal, an official Elder Scrolls Hero, a Daedric Prince or any other powerful entity. You also can't have a giant army/fleet.
And while the RP isn't strict on the amount of spells or skills, please be reasonable and have your character scaled.
Describing excessive gore and detailed highly immoral events (such as rape and the slaughtering of children) is not permitted.
Traveling by land is allowed, but is in most situations discouraged. Most main-story events will happen around water.
After ruling the Abecean Sea for over 700 years, the once thought to be immortal Pirate King Byrzokka is dead, leaving in his wake a power vacuum now that his throne on Stros M'kai lies empty. Tensions rise as both new pirates and several surrounding nations smell their chance to strengthen their hold on the region, all the while the Empire is still recovering from the damage done by Jagar Tharn.
The year is 3E 401. The Abecean Sea and its surrounding waters lie full with opportunities for those brave enough to dive into the unforeseen adventure. Perhaps there are also an unlucky few who are pulled in by mere coincidence or a play of fate. But beware, for in the depths danger lurks for the traveler caught off-guard.
-----
Setup
The pace of Vessels & Vassals is not too fast, but it is story driven. NPC's will have a life on their own, but sometimes progression needs to be triggered by the players. Exploration and interaction with the maps is therefore encouraged.
The worldsize in this RP is huge. For example, the Iliac Bay has approximately the size of Great Britain (and Tamriel around the size of Australia), so traveling from settlement to settlement will take days, at least.
The RP starts small, however, and becomes bigger as the story progresses. Starting zones are Daggerfall and Stros M'kai. In later chapters it's possible to introduce characters in other zones.
The RP is light hearted, but actions can have dire consequences. That said, taking risks is encouraged and ending up in prison or being chased by guards can open up interesting events for example!
Everytime there is a large time jump (events like traveling to another settlement, so not including small jumps from night to day) a new chapter will start.
It's also entirely possible the RP will take place on water for days on end!
-----
Rules
Feel free to have as many characters as you want, but don't create more than you can handle.
The RP has a lot of NPC's. It's allowed to include them in a character’s background, but within reason, of course.
Adding others’ characters into your background story is only allowed with the owner's permission.
Killing or badly injuring others’ characters is forbidden unless with permission from the player or GM.
Vessels & Vassals follows the official timeline and is set between the events of Arena and Daggerfall. So while there is plenty of room for a lot of creativity, it's not possible to do something that would alter future events (for example: it's possible for a character to temporarily usurp the throne of Daggerfall, but it's not allowed to kill any historical members of the royal family).
Your character can start with some form of importance/rank. However, it isn't possible to steer your own ship, for now. In later chapters this may change.
You can have some NPC's of your own. However, it's not allowed to have a complete crew/army handling things individually.
Don't be too powerful; You can't play as an immortal, an official Elder Scrolls Hero, a Daedric Prince or any other powerful entity. You also can't have a giant army/fleet.
And while the RP isn't strict on the amount of spells or skills, please be reasonable and have your character scaled.
Describing excessive gore and detailed highly immoral events (such as rape and the slaughtering of children) is not permitted.
Traveling by land is allowed, but is in most situations discouraged. Most main-story events will happen around water.
-----
Character Creation Template
Name:
Title/Rank (optional):
Race:
Gender:
Age:
Appearance:
Backstory:
Personality (optional):
Attributes (optional):
Skills:
Spells (optional):
Powers (optional):
Equipment:
The End Times are nigh. The power of the Dragon Souls are fading. As a result, the world has fallen into a state of imbalance, bringing decay and despair. Wars are raging across the Crosslands and unspeakable horrors from the forsaken Depths are creeping into the world. Yet hope is not lost. By finding and restoring the Dragon Souls to their former untainted glory, it is said that the world will be renewed and reborn to usher in a golden age of wonder.
But who could possibly dare to face their fates. And dare to challenge those who descended from the lifeblood of creation itself?
General Rulebook and Character Card Storage: Here
RP Rules:
You will play as a human, recently resurrected by forces unknown along with other lo, whose past has been forgotten. Perhaps you will find it again and rediscover yourself along your journey?
Max 2 characters per player. NPCs you create to interact with your character are not taken into account.
Don't be overpowered. That means: No avoiding damage or ignoring it: You take hits, just like you dish them out. You may block or dodge attacks but one in three must hit you. No ridiculously over powered super-abilities: anything that allows you to destroy powerful enemies in one hit or gives you a majorly unfair advantage over other players and NPCs will be considered overpowered.
‘Fridge Magic’ is also considered a form of overpoweredness. Fridge Magic is spontaneous luck, which allows the player to avoid damage or consequence for their actions.
My word is law. Please, take this RP seriously. If you have questions concerning lore, characters, background, etc, do not hesitate to consult me beforehand, either on my talk page or through DMs on Discord. But do not go off and invent stuff on your own that might break already established lore or immersion to spare us both a lot of grief and confusion.
The final but most important rule of all: Have fun! I will try my best to keep everyone satisfied with character and story progression, but I also realise it is impossible to keep everyone pleased. If you have any qualms concerning characters and story, then again do not hesitate to contact me and we could work it out.
Rules for creating a character:
You start as a human.
Having been recently resurrected by unknown forces you have no memory of your past life. This will be rediscovered by you as you travel.
During your journey you will discover new gear, abilities, and powers. Though you may have started as an unchanged nobody, you will have the opportunity to become someone entirely different.
Classes:
Knight: A robust and experienced fighter. Slow, but hits hard. Starts with a simple steel sword and a sturdy metal shield. Alternatively you may start with a dual-handed great weapon of your choosing like a warhammer or claymore, but at the expense of the sword and shield. All Knights starts with heavy plate armor.
Knights starts with the ability Overpower.
Kern: A swift and agile warrior. What they lack in damage and protection, they make up for with their flexibility. Starts with a one-handed weapon of your choosing and a simple wooden shield. All Kerns starts with either a chainmail or a leather tunic.
Kerns starts with the ability Skirmish.
Magus: A frail, but powerful spellcaster. While not particularly durable or imposing at the start, the Magus grows more and more powerful as they progress. Starts with a simple steel dagger or a wooden club. All Magus starts with either a robe or clothing of their own choosing.
Magus starts with the spell Firebolt.
Apostle: A flexible warrior-mage. The Apostle is a warrior primarily, and spellcaster secondary. Though capable of casting spells, the Apostle is permanently restricted to supporting spells such as healings and blessings. Starts with a one-handed mace or warhammer. All Apostles starts with a chainmail.
Apostles starts with the spell Heal.
Vagabond: A skittish archer, suited for stealthy encounters. Vagabonds prioritize ranged weaponry above all. They are not known for their durability, but make do with environmental advantages. Starts with a simple steel dagger, a bow of yew and a quiver of iron-tipped arrows. All Vagabonds starts with a leather tunic.
Vagabonds starts with the ability Conceal.
Hersir: A sturdy, but lightly armored wanderer. Hersir forsake any means of defense in exchange for dealing as much damage and destruction as any human can. Starts with a dual-handed great weapon of their choosing. All Hersirs starts with a leather tunic or clothing of their choosing.
Hersir starts with the ability Wrath.
----
Abilities (this will be expanded as the RP progresses):
Overpower: You can make an attempt to knock your enemy off-balance.
Skirmish: You temporarily disengage from combat by evading a potential death-dealing blow.
Conceal: You hide before the start of an encounter, making you always hit your mark should you go unnoticed.
Wrath: You put all your rage into a single blow in an attempt to potentially kill your enemy instantly, or at least deal as much damage to them as possible.
Spells (this will be expanded as the RP progresses):
Firebolt: A simple ranged spell. Does not hit very hard, but have a chance of igniting your enemy, dealing damage over time.
Heal: A weak, but efficient spell to heal wounds on either yourself, or an ally, or even possibly an enemy.
----
Known locations (this will be expanded as the RP progresses):
Lideryce: A land renowned for its chivalrous knights. It's primarily made up of lush forests and open plains, crowned by mountain ranges to the far north. The Seamless Sea borders the nation to the east. Currently ruled by High King Amalric the Tyrant.
Coll: A mountainous land to the west, bordering Lideryce. The nation was devastated by the terror of its exiled and former ruler High King Amalric the Tyrant. Today it is a haunted place, spoken of in silence and remorse, with the last ruler being Prince Goric the Unworthy.
Teng: An enigmatic island of jungles and ruins to the far east, across the Seamless Sea. Not much is known about it.
Jairne: A frozen wasteland of deep icy valleys, frozen lakes, and jagged peaks. Populated by warring tribes of barbarians. Borders Coll and Lideryce to the south. Currently ruled by Warlord Arnskald the Ravenous.
Iram: A nation of wind-swept deserts and ruins of ancient civilizations to the far south of Coll and Lideryce. Currently ruled by Grand Magistrate Ossian.
The Depths: A vast, mysterious underworld stretching throughout all the known nations. The realm of monsters and the Father of the Deep.
It is the third year of the Fifth Era. Tamriel is slowly recovering from the brink of annihilation following the Second Oblivion Crisis. In Cyrodiil, the Empire is struggling to pick up the pieces, having to recuperate from its near-collapse and the destruction of the Imperial City. The Empire has all but lost control of the other provinces; they too are left to lick their wounds. The world is rife with refugees from ruined cities and victims of slavery, which was briefly legalised during the Crisis. Even so, for all the misery and aftershocks of the Fourth Era's explosive conclusion, a modicum of tranquility is returning to the countryside.
Stormhaven is no exception. Though the roads and fields are plagued by bandits, deserters, vagabonds, and other unsavoury types, and the crop yields of the farmlands are still recovering from the carnage, the surroundings of Wayrest are starting to blossom once more.
Folersey, a village in the Westhaven county near Wayrest, is even thriving. Located near the mouth of the Bjoulsae River, on the crossroads of commerce and cultures, it has become a lively hub of trade in the countryside thanks to the many travellers roaming the land. Here, life has become outright pleasant again for its townsfolk.
But even so, plenty of threats lurk in Westhaven. Mayhem could be right around the corner...
Springtime Country is a relaxed, small-scale RP set in the rural countryside of southern High Rock. While creating your character, please keep the following details in mind:
- You can make any sort of character you like, but legendary warriors, lofty nobles, and peerless wizards would trivialise the threats found in the story. Make sure that your character isn't too powerful.
- Folersey is located on a crossroads near both the Iliac Bay and the Hammerfell border, but it is still a rural town. Consider what your character's business is in the area.
- Tamriel was subjected to rampant chaos and violence only a few years ago. How did this affect your character?
Linked here is a map of the area.
If you have any questions, feel free to message me on my talk page or on Discord.
RULES
1: Feel free to create as many characters as you want or need, but try not to go overboard with it; only create as many as you can handle.
2: Please take this seriously. Should you find yourself bored, don't start messing around. Instead, find a character to talk to, or write a flashback or dream sequence. Do not go around annoying others because you have nothing to do.
3: Killing or permanently injuring other people's characters is strictly forbidden, unless you have the consent of either their player or the GM.
4: You are not to play as any characters established in official TES canon. You are not the Last Dragonborn, the Hero of Kvatch, or Nazeem.
5: You cannot play as Divines, Daedric Princes, or other incredibly powerful entities.
6: Don't be overpowered. That means:
No avoiding damage or ignoring it: You take hits, just like you dish them out. You may block or dodge attacks but one in three must hit you. No ridiculously over powered super-spells: anything that allows you to destroy powerful enemies in one hit or gives you a majorly unfair advantage over other players and NPCs will be considered overpowered. You cannot destroy a building or a settlement in one post; depending on the building’s size, you must destroy it over the course of several posts. The only exception is during flashbacks, dream sequences or during written plot pieces (over the course of a paragraph or two).
‘Fridge Magic’ is also considered a form of overpoweredness. Fridge Magic is spontaneous luck, which allows the player to avoid damage or consequence for their actions, where the stars align to always make sure that one character stands tall and is completely invulnerable to whatever is thrown at them. It can be done accidentally, so it’s not treated as harshly, but please undo it if multiple people call you out on it or if the GM calls you out on it.
7: The starting date is the 12th of Second Seed, 5E 3.
8: You can be from anywhere in Tamriel and play as any of the ten races. Halfbreeds are accepted as well, and other races may be accepted if their presence is logical and fitting.
9: If you write a flashback, you can only interact with other characters if you have agreed upon it with their players, or if they are NPCs. In dream sequences, most rules can be disregarded, but only because they do not impact the real world.
10: No excessive gore and shock factor stuff. Dark subject matter is okay, but the graphic murder of children and the like is way off limits.
CHARACTER CARD
Name:
Race:
Gender:
Age:
Appearance:
Skills and traits:
Weaponry and abilities:
Equipment:
Backstory:
War ravages the lands of Tamriel. A thousand little conflicts for a thousand different reasons, but chief among them is the unspoken truth that the Daedric Princes have come back to Nirn and are calling on their followers to convert souls and claim as much of the land as possible.
The reasons as to why the Lords of Oblivion have once more taken such an active role in mortal affairs varies from Prince to Prince. However. One thing is constant... The Darkest Night of last winter has shown them that their claim on the mortal realm is not as secure as they thought it once was. The Lau'ada invasion from beyond the void belied a vulnerability rarely seen of the Daedric Princes. And it terrifies them... Going hand-in-hand with the Daedra's unusual uncertainty and desire for power comes the spiritual crisis that has recently found a grip in the hearts of mortals. A similar consequence of the Darkest Night has led many to lose their faith in the nine divines and are turning elsewhere. Be they ancient forgotten gods, Daedra or something much more sinister...
Together these developments have created a concoction of uncertainty, violence and unrest that has swept across Tamriel like wildfire. As Daedric Princes battle one another for souls, the empire weakens and nations use the disunity not just to fight religious conflicts but territorial ones. These "Daedra Wars" have raged in pockets all across Tamriel for almost eight months now and things seem to only be getting worse...
Yet. There are those who will not stand idly by as Tamriel rips itself apart. A moth priest, studier of the fabled Elder Scrolls, has sent a young aspirant on her way in search of those destined to put an end to the Daedric madness and restore the peace. For he has uncovered a way to solve the problem of the Daedra, perhaps forever...
RULES
1: Feel free to create as many characters as you want or need, but try not to go overboard with it; only create as many as you can handle.
2: Please take this seriously. Should you find yourself bored, don't start messing around. Instead, find a character to talk to, or write a flashback or dream sequence. Do not go around annoying others because you have nothing to do.
3: Killing or permanently injuring other people's characters is strictly forbidden, unless you have the consent of either their player or the GM.
4: You are not to play as any characters established in official TES canon. You are not the Last Dragonborn, the Hero of Kvatch, or Nazeem.
5: You cannot play as Divines, Daedric Princes, or other incredibly powerful entities.
6: Don't be overpowered. That means:
No avoiding damage or ignoring it: You take hits, just like you dish them out. You may block or dodge attacks but one in three must hit you. No ridiculously over powered super-spells: anything that allows you to destroy powerful enemies in one hit or gives you a majorly unfair advantage over other players and NPCs will be considered overpowered. You cannot destroy a building or a settlement in one post; depending on the building’s size, you must destroy it over the course of several posts. The only exception is during flashbacks, dream sequences or during written plot pieces (over the course of a paragraph or two).
‘Fridge Magic’ is also considered a form of overpoweredness. Fridge Magic is spontaneous luck, which allows the player to avoid damage or consequence for their actions, where the stars align to always make sure that one character stands tall and is completely invulnerable to whatever is thrown at them. It can be done accidentally, so it’s not treated as harshly, but please undo it if multiple people call you out on it or if the GM calls you out on it.
7: The starting date was the 1st of Last Seed, 5E 8.
8: You can be from anywhere in Tamriel and play as any of the ten races. Halfbreeds are accepted as well, and other races may be accepted if their presence is logical and fitting.
9: If you write a flashback, you can only interact with other characters if you have agreed upon it with their players, or if they are NPCs. In dream sequences, most rules can be disregarded, but only because they do not impact the real world.
10: No excessive gore and shock factor stuff. Dark subject matter is okay, but the graphic murder of children and the like is way off limits.
11: Tamriel will be massive in this interpretation. Trekking across the provinces and nations of this magnificent world will take weeks if not months. Assume that your characters will age a few years over the course of this journey.
ENTRY OPEN:
new members who wish to join are welcome to approach the GM (Retro) on the Discord server!
RULES
1: For now there is a maximum of 3 playable main characters per player. Side characters/NPCs that the player has created and are talking/interacting with said main characters are excluded from this rule.
2: Killing or permanently injuring another player's character is forbidden, without the consent of either the player or the GM.Please take this seriously.
3: Forget all you knew about lore, places, history, and/or characters from both TES and/or ME. They will not make an appearance in this RP. Names and characteristics from both franchises might be borrowed but that does not necessarily mean that they are the same, unless stated otherwise.
4: You cannot play as Divines, Daedric Princes, or other incredibly powerful entities.
5: Don't be overpowered. That means:
No avoiding damage or ignoring it: You take hits, just like you dish them out. You may block or dodge attacks but one in three must hit you. No ridiculously over powered super-abilities: anything that allows you to destroy powerful enemies in one hit or gives you a majorly unfair advantage over other players and NPCs will be considered overpowered. You cannot destroy a building or a settlement in one post; depending on the building’s size, you must destroy it over the course of several posts. The only exception is during flashbacks, dream sequences or during written plot pieces (over the course of a paragraph or two).
‘Fridge Magic’ is also considered a form of overpoweredness. Fridge Magic is spontaneous luck, which allows the player to avoid damage or consequence for their actions, where the stars align to always make sure that one character stands tall and is completely invulnerable to whatever is thrown at them. It can be done accidentally, so it’s not treated as harshly, but please undo it if multiple people call you out on it or if the GM calls you out on it.
6: You can be any of the established, intelligent races in EE, if their presence is logical and fitting.
7: If you write a flashback, you can only interact with other characters if you have agreed upon it with their players, or if they are NPCs. In dream sequences, most rules can be disregarded, but only because they do not impact the real world.
8: No excessive gore and shock factor stuff. Dark subject matter is okay, but the graphic murder of children and the like is way off limits.
9: Please take this RP seriously. It has been on an ongoing development hell journey for a good almost 8 years now and I will not have it ruined. If you find yourself bored, don't start messing about or annoy other people because you have nothing to do. Be creative! Write a flashback, start interacting with other characters, or the world around you.
10. Choices in this RP matters. I have mapped out lengthy spreadsheets of the classic "cause and effect" principle. If some NPC ends up dead, then they are going to remain dead, and this will in itself have a lasting impact on the story and future choices. Assume this is the case with every "quest" you and other players discover and tread carefully from there. Some times brute force might be necessary, other times it might be more rewarding to use more diplomatic solutions.
11. A continuation of above-mentioned rule. Just because the outcome of every main and side quest in this rather lengthy RP matters, does not necessarily mean that I am going to unjustly punish the players for making the "wrong" choices (there are no wrong choices). I will make sure to let you know beforehand in-story and in-character what sort of ramifications your decisions might have on the future of the RP, and you have the option to either ignore or comply.
12. My word is law. If you have questions concerning lore, characters, background, technology etc, do not hesitate to consult me beforehand, either on my talk page or through DMs on Discord. But do not go off and invent stuff on your own that might break already established lore or immersion to spare us both a lot of grief and confusion.
13. The final but most important rule of all: Have fun! Seriously, if no one is enjoying this, then those 8 years would have been for naught. I will try my best to keep everyone satisfied with character and story progression, but I also realise it is impossible to keep everyone pleased. If you have any qualms concerning characters and story, then again do not hesitate to contact me and we could work it out. This includes potential side missions connected to your own characters, changes to the lore, etc.
And now for some brief background for those who did not read the introductory blog stories (shame on you, if you didn't).
The starting date for our RP was the 17th of of Morning Star, 2022 EC (Establishment of Council). The adventure has begun! Caecilly, a planet where a fascinating and revolutionary archaeological find has been made, has come under the attack of a mysterious perpetrator. The Elder Council, in order to avoid a public panic and media outrage, enlists a crew of freelancers to investigate the attack and to track down the culprits.
A new Era has begun, Martin Septim made the ultimate sacrifice to put an end to Mehrunes Dagon's plot. However, this put the Empire in unprescedented times. With no Emperor and no heir to take the Ruby Throne, the initial grace period, where everyone was simply happy to be alive had come to an end and now, ambitions and tensions were rising.
Leyawiin has become an independent state and Bravil followed not long after. The whole of Nibenay has become its own hotbed of political, civil and otherwordly tension.
It is during this time citizens of the Empire had started to consider other ways to live, out from under the empire's thumb. Whilst some saw the Nibenese region as a hotbed of trouble, others saw potential.
This tale revolves around such people, in the newly refounded town of Borderwatch. The Town's people became skittish around the time of the crisis, convinced that an ancient prophecy had come down upon them, known as the K'Sharra Prophecy. It was said that the town became a hotbed of vermin, livestock mysteriously died and fiery dogs rained down from the sky.
The people of Cyrodiil watched the town'sfolk and their strange goings on for a while after but as interest in the town faded, so did the people of the town. Overnight, the people of Borderwatch vanished.
Most had assumed they'd fled the town to escape the K'Sharra or killed one another in their hysteria. Nobody really cared to look into it.
It is 4E 07 and the town of Borderwatch has found itself slowly but surely repopulating, thanks to the Capital and Leadership of a noblewoman from Cheydinhal. It could one day make a fine settlement, like Cropsford, up north.
The land is fertile, calm, defendable and in a perfect spot to avoid trouble from the road but also benefit from close proximity to Bravil, Leyawiin and Elsweyr.
As a new arrival in this budding town, it is up to you what this town will be to you. Home? A pitstop? An opportunity?
-
This RP is a casual RP with opportunities for settlement building, exploration, combat. Elements not tended to by players will run their own course and sustain themselves.
RULES
1: Feel free to create as many characters as you want or need, but try not to go overboard with it; only create as many as you can handle.
2: Please take this seriously. Should you find yourself bored, don't start messing around. Instead, find a character to talk to, or write a flashback or dream sequence. Do not go around annoying others because you have nothing to do.
3: Killing or permanently injuring other people's characters is strictly forbidden, unless you have the consent of either their player or the GM.
4: You are not to play as any protagonists established in official TES canon. You are not the Hero of Kvatch, Nerravine, etc.
5: You cannot play as Divines, Daedric Princes, or other incredibly powerful entities.
6: Don't be overpowered. That means:
No avoiding damage or ignoring it: You take hits, just like you dish them out. You may block or dodge attacks but one in three must hit you. No ridiculously over powered super-spells: anything that allows you to destroy powerful enemies in one hit or gives you a majorly unfair advantage over other players and NPCs will be considered overpowered. You cannot destroy a building or a settlement in one post; depending on the building’s size, you must destroy it over the course of several posts. The only exception is during flashbacks, dream sequences or during written plot pieces (over the course of a paragraph or two).
‘Fridge Magic’ is also considered a form of overpoweredness. Fridge Magic is spontaneous luck, which allows the player to avoid damage or consequence for their actions, where the stars align to always make sure that one character stands tall and is completely invulnerable to whatever is thrown at them. It can be done accidentally, so it’s not treated as harshly, but please undo it if multiple people call you out on it or if the GM calls you out on it.
7: The starting date was the 30th of Rain's Hand.
8: You can be from anywhere in Tamriel and play as any of the ten races. Halfbreeds are accepted as well, and other races may be accepted if their presence is logical and fitting.
9: If you write a flashback, you can only interact with other characters if you have agreed upon it with their players, or if they are NPCs. In dream sequences, most rules can be disregarded, but only because they do not impact the real world.
10: No excessive gore and shock factor stuff. Dark subject matter is okay, but the graphic murder of children and the like is way off limits.
11: The Region will resemble The Elder Scrolls IV: Oblivion as much as possible, except for changes made to the region in the Novels set around this time. Due to the lack of specifics as to when certain events happen in the books, certain liberties have been taken.
Character card template.
Name:
Race:
Gender:
Age:
Appearance:
Skills:
Spells:
Powers/Attributes:
Equipment/Weapons:
Backstory (Entries of 'TBA' will be fed to the rats!):
Personality (Optional):
Map of Borderwatch
Key People at Borderwatch:
Lady Margot:
Lady Margot is the one who breathed new life into the settlement of Borderwatch, she plans to live here someday but is waiting to see if the endeavour reaches it's potential before doing so. She currently resides in Cheydinhal, attempting to undo some of the damage caused by a recent scandal.
Stanis
Stanis is a well travelled warrior, who cannot even remember his point of Origin at this point (or maybe he finds it so boring that he pretends to have forgotten it). Stanis has allegedly travelled through most of noteworthy tamriel and was apparently trained in Akaviir by a Monkey Man, who had the oddest outlook on life and an even odder technique with a katana. Stanis only has his armour and his sword to remember that life as well as a few scars. He now pours drinks and regails those who will listen with his tales of adventure, at the newly furnished Inn 'The Sulky Munky.'
He offers to train those who wish to improve their skills in swordsmanship and can use almost any weapon he gets his hands on, he's also volunteered to be in charge of the neighborhood watch, though he doesn't want to be settling domestic disputes.
Ta'Ki
An Ohmes Khajiit, who has been hired as a form of grounds keeper, she is timid and has some shady family members.
Cas/Wolf
Cas came to the village as a stray wolf with tribal markings, she later revealed herself to be a shapeshifter, who was able to morph between animal and human. Her tribe was long since wiped out by the Evil Eye, that plagues their village.
Dranys
Local bandit chief, he is considered to be relatively civil for a bandit but he's not above hurting or killing residents for crossing him. Dranys has given the village an offer to work with them for a bit of the community's monthly earnings. However, whether or not he can be trusted is another story.
Gregor Hemslock
Gregor is a bitter, angry old man, who lives outside Bravil. He and Ciara have some bad blood are implied to be related. He's somewhat angry at the village of Borderwatch, after the V twins helped Ciara steal his sheep.
Ciara
Ciara is a teenage girl from the neighbouring village of Water's Edge. She asked Vargr and Vargnir to assist her in stealing some sheep. She's not specified how she knows Gregor or her relation to him but it's implied they are blood relatives.
Ukari the Eviscerator
A legendary dremora exile, imprisoned in the Warlock's Luck shop. She was freed by Gwen and has promised to repay her for her assistance, later down the line.
Aboo
A Tang Mo Monk, come all the way from Akavir, to warn and assist Stanis, about an old rival who seeks him out for a duel. He has since stuck around to eat all of their food and impart his own brand of wisdom.
Vyrenica
An Ancient Vampire, who has moved into Deepscorn Hollow, a dark and wretched place. Her alignment and motive are not known but Dranys believes she can help with the local evil.
Krissa
Tsaesci Warrior from Akavir, come to duel Stanis after losing to him multiple times. She recently took over Dranys' camp, in an act of hostile takeover and eventually managed to get her rematch with Stanis.
She was defeated and is now in a debt of servitude until Stanis deems her debt to be paid or until she dies.
War ravages the lands of Tamriel. A thousand little conflicts for a thousand different reasons, but chief among them is the unspoken truth that the Daedric Princes have come back to Nirn and are calling on their followers to convert souls and claim as much of the land as possible.
The reasons as to why the Lords of Oblivion have once more taken such an active role in mortal affairs varies from Prince to Prince. However. One thing is constant... The Darkest Night of last winter has shown them that their claim on the mortal realm is not as secure as they thought it once was. The Lau'ada invasion from beyond the void belied a vulnerability rarely seen of the Daedric Princes. And it terrifies them... Going hand-in-hand with the Daedra's unusual uncertainty and desire for power comes the spiritual crisis that has recently found a grip in the hearts of mortals. A similar consequence of the Darkest Night has led many to lose their faith in the nine divines and are turning elsewhere. Be they ancient forgotten gods, Daedra or something much more sinister...
Together these developments have created a concoction of uncertainty, violence and unrest that has swept across Tamriel like wildfire. As Daedric Princes battle one another for souls, the empire weakens and nations use the disunity not just to fight religious conflicts but territorial ones. These "Daedra Wars" have raged in pockets all across Tamriel for almost eight months now and things seem to only be getting worse...
Yet. There are those who will not stand idly by as Tamriel rips itself apart. A moth priest, studier of the fabled Elder Scrolls, has sent a young aspirant on her way in search of those destined to put an end to the Daedric madness and restore the peace. For he has uncovered a way to solve the problem of the Daedra, perhaps forever...
RULES
1: Feel free to create as many characters as you want or need, but try not to go overboard with it; only create as many as you can handle.
2: Please take this seriously. Should you find yourself bored, don't start messing around. Instead, find a character to talk to, or write a flashback or dream sequence. Do not go around annoying others because you have nothing to do.
3: Killing or permanently injuring other people's characters is strictly forbidden, unless you have the consent of either their player or the GM.
4: You are not to play as any characters established in official TES canon. You are not the Last Dragonborn, the Hero of Kvatch, or Nazeem.
5: You cannot play as Divines, Daedric Princes, or other incredibly powerful entities.
6: Don't be overpowered. That means:
No avoiding damage or ignoring it: You take hits, just like you dish them out. You may block or dodge attacks but one in three must hit you. No ridiculously over powered super-spells: anything that allows you to destroy powerful enemies in one hit or gives you a majorly unfair advantage over other players and NPCs will be considered overpowered. You cannot destroy a building or a settlement in one post; depending on the building’s size, you must destroy it over the course of several posts. The only exception is during flashbacks, dream sequences or during written plot pieces (over the course of a paragraph or two).
‘Fridge Magic’ is also considered a form of overpoweredness. Fridge Magic is spontaneous luck, which allows the player to avoid damage or consequence for their actions, where the stars align to always make sure that one character stands tall and is completely invulnerable to whatever is thrown at them. It can be done accidentally, so it’s not treated as harshly, but please undo it if multiple people call you out on it or if the GM calls you out on it.
7: The starting date was the 1st of Last Seed, 5E 8.
8: You can be from anywhere in Tamriel and play as any of the ten races. Halfbreeds are accepted as well, and other races may be accepted if their presence is logical and fitting.
9: If you write a flashback, you can only interact with other characters if you have agreed upon it with their players, or if they are NPCs. In dream sequences, most rules can be disregarded, but only because they do not impact the real world.
10: No excessive gore and shock factor stuff. Dark subject matter is okay, but the graphic murder of children and the like is way off limits.
11: Tamriel will be massive in this interpretation. Trekking across the provinces and nations of this magnificent world will take weeks if not months. Assume that your characters will age a few years over the course of this journey.
ENTRY OPEN:
new members who wish to join are welcome to approach the GM (Retro) on the Discord server!
I found this Wiki on TES Wiki front page and seeing it, I wonder what I can do, and if I can make a page for a character, can someone answer? (I do know a lot of Elder Scrolls stuff from the TES Wiki) Does anyone have any tips?
RULES
1: For now there is a maximum of 3 playable main characters per player. Side characters/NPCs that the player has created and are talking/interacting with said main characters are excluded from this rule.
2: Killing or permanently injuring another player's character is forbidden, without the consent of either the player or the GM.Please take this seriously.
3: Forget all you knew about lore, places, history, and/or characters from both TES and/or ME. They will not make an appearance in this RP. Names and characteristics from both franchises might be borrowed but that does not necessarily mean that they are the same, unless stated otherwise.
4: You cannot play as Divines, Daedric Princes, or other incredibly powerful entities.
5: Don't be overpowered. That means:
No avoiding damage or ignoring it: You take hits, just like you dish them out. You may block or dodge attacks but one in three must hit you. No ridiculously over powered super-abilities: anything that allows you to destroy powerful enemies in one hit or gives you a majorly unfair advantage over other players and NPCs will be considered overpowered. You cannot destroy a building or a settlement in one post; depending on the building’s size, you must destroy it over the course of several posts. The only exception is during flashbacks, dream sequences or during written plot pieces (over the course of a paragraph or two).
‘Fridge Magic’ is also considered a form of overpoweredness. Fridge Magic is spontaneous luck, which allows the player to avoid damage or consequence for their actions, where the stars align to always make sure that one character stands tall and is completely invulnerable to whatever is thrown at them. It can be done accidentally, so it’s not treated as harshly, but please undo it if multiple people call you out on it or if the GM calls you out on it.
6: You can be any of the established, intelligent races in EE, if their presence is logical and fitting.
7: If you write a flashback, you can only interact with other characters if you have agreed upon it with their players, or if they are NPCs. In dream sequences, most rules can be disregarded, but only because they do not impact the real world.
8: No excessive gore and shock factor stuff. Dark subject matter is okay, but the graphic murder of children and the like is way off limits.
9: Please take this RP seriously. It has been on an ongoing development hell journey for a good almost 8 years now and I will not have it ruined. If you find yourself bored, don't start messing about or annoy other people because you have nothing to do. Be creative! Write a flashback, start interacting with other characters, or the world around you.
10. Choices in this RP matters. I have mapped out lengthy spreadsheets of the classic "cause and effect" principle. If some NPC ends up dead, then they are going to remain dead, and this will in itself have a lasting impact on the story and future choices. Assume this is the case with every "quest" you and other players discover and tread carefully from there. Some times brute force might be necessary, other times it might be more rewarding to use more diplomatic solutions.
11. A continuation of above-mentioned rule. Just because the outcome of every main and side quest in this rather lengthy RP matters, does not necessarily mean that I am going to unjustly punish the players for making the "wrong" choices (there are no wrong choices). I will make sure to let you know beforehand in-story and in-character what sort of ramifications your decisions might have on the future of the RP, and you have the option to either ignore or comply.
12. My word is law. If you have questions concerning lore, characters, background, technology etc, do not hesitate to consult me beforehand, either on my talk page or through DMs on Discord. But do not go off and invent stuff on your own that might break already established lore or immersion to spare us both a lot of grief and confusion.
13. The final but most important rule of all: Have fun! Seriously, if no one is enjoying this, then those 8 years would have been for naught. I will try my best to keep everyone satisfied with character and story progression, but I also realise it is impossible to keep everyone pleased. If you have any qualms concerning characters and story, then again do not hesitate to contact me and we could work it out. This includes potential side missions connected to your own characters, changes to the lore, etc.
And now for some brief background for those who did not read the introductory blog stories (shame on you, if you didn't).
The starting date for our RP was the 17th of of Morning Star, 2022 EC (Establishment of Council). The adventure has begun! Caecilly, a planet where a fascinating and revolutionary archaeological find has been made, has come under the attack of a mysterious perpetrator. The Elder Council, in order to avoid a public panic and media outrage, enlists a crew of freelancers to investigate the attack and to track down the culprits.
War ravages the lands of Tamriel. A thousand little conflicts for a thousand different reasons, but chief among them is the unspoken truth that the Daedric Princes have come back to Nirn and are calling on their followers to convert souls and claim as much of the land as possible.
The reasons as to why the Lords of Oblivion have once more taken such an active role in mortal affairs varies from Prince to Prince. However. One thing is constant... The Darkest Night of last winter has shown them that their claim on the mortal realm is not as secure as they thought it once was. The Lau'ada invasion from beyond the void belied a vulnerability rarely seen of the Daedric Princes. And it terrifies them... Going hand-in-hand with the Daedra's unusual uncertainty and desire for power comes the spiritual crisis that has recently found a grip in the hearts of mortals. A similar consequence of the Darkest Night has led many to lose their faith in the nine divines and are turning elsewhere. Be they ancient forgotten gods, Daedra or something much more sinister...
Together these developments have created a concoction of uncertainty, violence and unrest that has swept across Tamriel like wildfire. As Daedric Princes battle one another for souls, the empire weakens and nations use the disunity not just to fight religious conflicts but territorial ones. These "Daedra Wars" have raged in pockets all across Tamriel for almost eight months now and things seem to only be getting worse...
Yet. There are those who will not stand idly by as Tamriel rips itself apart. A moth priest, studier of the fabled Elder Scrolls, has sent a young aspirant on her way in search of those destined to put an end to the Daedric madness and restore the peace. For he has uncovered a way to solve the problem of the Daedra, perhaps forever...
RULES
1: Feel free to create as many characters as you want or need, but try not to go overboard with it; only create as many as you can handle.
2: Please take this seriously. Should you find yourself bored, don't start messing around. Instead, find a character to talk to, or write a flashback or dream sequence. Do not go around annoying others because you have nothing to do.
3: Killing or permanently injuring other people's characters is strictly forbidden, unless you have the consent of either their player or the GM.
4: You are not to play as any characters established in official TES canon. You are not the Last Dragonborn, the Hero of Kvatch, or Nazeem.
5: You cannot play as Divines, Daedric Princes, or other incredibly powerful entities.
6: Don't be overpowered. That means:
No avoiding damage or ignoring it: You take hits, just like you dish them out. You may block or dodge attacks but one in three must hit you. No ridiculously over powered super-spells: anything that allows you to destroy powerful enemies in one hit or gives you a majorly unfair advantage over other players and NPCs will be considered overpowered. You cannot destroy a building or a settlement in one post; depending on the building’s size, you must destroy it over the course of several posts. The only exception is during flashbacks, dream sequences or during written plot pieces (over the course of a paragraph or two).
‘Fridge Magic’ is also considered a form of overpoweredness. Fridge Magic is spontaneous luck, which allows the player to avoid damage or consequence for their actions, where the stars align to always make sure that one character stands tall and is completely invulnerable to whatever is thrown at them. It can be done accidentally, so it’s not treated as harshly, but please undo it if multiple people call you out on it or if the GM calls you out on it.
7: The starting date was the 1st of Last Seed, 5E 8.
8: You can be from anywhere in Tamriel and play as any of the ten races. Halfbreeds are accepted as well, and other races may be accepted if their presence is logical and fitting.
9: If you write a flashback, you can only interact with other characters if you have agreed upon it with their players, or if they are NPCs. In dream sequences, most rules can be disregarded, but only because they do not impact the real world.
10: No excessive gore and shock factor stuff. Dark subject matter is okay, but the graphic murder of children and the like is way off limits.
11: Tamriel will be massive in this interpretation. Trekking across the provinces and nations of this magnificent world will take weeks if not months. Assume that your characters will age a few years over the course of this journey.
ENTRY OPEN:
new members who wish to join are welcome to approach the GM (Retro) on the Discord server!
RULES
1: For now there is a maximum of 3 playable main characters per player. Side characters/NPCs that the player has created and are talking/interacting with said main characters are excluded from this rule.
2: Killing or permanently injuring another player's character is forbidden, without the consent of either the player or the GM.Please take this seriously.
3: Forget all you knew about lore, places, history, and/or characters from both TES and/or ME. They will not make an appearance in this RP. Names and characteristics from both franchises might be borrowed but that does not necessarily mean that they are the same, unless stated otherwise.
4: You cannot play as Divines, Daedric Princes, or other incredibly powerful entities.
5: Don't be overpowered. That means:
No avoiding damage or ignoring it: You take hits, just like you dish them out. You may block or dodge attacks but one in three must hit you. No ridiculously over powered super-abilities: anything that allows you to destroy powerful enemies in one hit or gives you a majorly unfair advantage over other players and NPCs will be considered overpowered. You cannot destroy a building or a settlement in one post; depending on the building’s size, you must destroy it over the course of several posts. The only exception is during flashbacks, dream sequences or during written plot pieces (over the course of a paragraph or two).
‘Fridge Magic’ is also considered a form of overpoweredness. Fridge Magic is spontaneous luck, which allows the player to avoid damage or consequence for their actions, where the stars align to always make sure that one character stands tall and is completely invulnerable to whatever is thrown at them. It can be done accidentally, so it’s not treated as harshly, but please undo it if multiple people call you out on it or if the GM calls you out on it.
6: You can be any of the established, intelligent races in EE, if their presence is logical and fitting.
7: If you write a flashback, you can only interact with other characters if you have agreed upon it with their players, or if they are NPCs. In dream sequences, most rules can be disregarded, but only because they do not impact the real world.
8: No excessive gore and shock factor stuff. Dark subject matter is okay, but the graphic murder of children and the like is way off limits.
9: Please take this RP seriously. It has been on an ongoing development hell journey for a good almost 8 years now and I will not have it ruined. If you find yourself bored, don't start messing about or annoy other people because you have nothing to do. Be creative! Write a flashback, start interacting with other characters, or the world around you.
10. Choices in this RP matters. I have mapped out lengthy spreadsheets of the classic "cause and effect" principle. If some NPC ends up dead, then they are going to remain dead, and this will in itself have a lasting impact on the story and future choices. Assume this is the case with every "quest" you and other players discover and tread carefully from there. Some times brute force might be necessary, other times it might be more rewarding to use more diplomatic solutions.
11. A continuation of above-mentioned rule. Just because the outcome of every main and side quest in this rather lengthy RP matters, does not necessarily mean that I am going to unjustly punish the players for making the "wrong" choices (there are no wrong choices). I will make sure to let you know beforehand in-story and in-character what sort of ramifications your decisions might have on the future of the RP, and you have the option to either ignore or comply.
12. My word is law. If you have questions concerning lore, characters, background, technology etc, do not hesitate to consult me beforehand, either on my talk page or through DMs on Discord. But do not go off and invent stuff on your own that might break already established lore or immersion to spare us both a lot of grief and confusion.
13. The final but most important rule of all: Have fun! Seriously, if no one is enjoying this, then those 8 years would have been for naught. I will try my best to keep everyone satisfied with character and story progression, but I also realise it is impossible to keep everyone pleased. If you have any qualms concerning characters and story, then again do not hesitate to contact me and we could work it out. This includes potential side missions connected to your own characters, changes to the lore, etc.
And now for some brief background for those who did not read the introductory blog stories (shame on you, if you didn't).
The starting date for our RP was the 17th of of Morning Star, 2022 EC (Establishment of Council). The adventure has begun! Caecilly, a planet where a fascinating and revolutionary archaeological find has been made, has come under the attack of a mysterious perpetrator. The Elder Council, in order to avoid a public panic and media outrage, enlists a crew of freelancers to investigate the attack and to track down the culprits.
RULES
1: For now there is a maximum of 3 playable main characters per player. Side characters/NPCs that the player has created and are talking/interacting with said main characters are excluded from this rule.
2: Killing or permanently injuring another player's character is forbidden, without the consent of either the player or the GM.Please take this seriously.
3: Forget all you knew about lore, places, history, and/or characters from both TES and/or ME. They will not make an appearance in this RP. Names and characteristics from both franchises might be borrowed but that does not necessarily mean that they are the same, unless stated otherwise.
4: You cannot play as Divines, Daedric Princes, or other incredibly powerful entities.
5: Don't be overpowered. That means:
No avoiding damage or ignoring it: You take hits, just like you dish them out. You may block or dodge attacks but one in three must hit you. No ridiculously over powered super-abilities: anything that allows you to destroy powerful enemies in one hit or gives you a majorly unfair advantage over other players and NPCs will be considered overpowered. You cannot destroy a building or a settlement in one post; depending on the building’s size, you must destroy it over the course of several posts. The only exception is during flashbacks, dream sequences or during written plot pieces (over the course of a paragraph or two).
‘Fridge Magic’ is also considered a form of overpoweredness. Fridge Magic is spontaneous luck, which allows the player to avoid damage or consequence for their actions, where the stars align to always make sure that one character stands tall and is completely invulnerable to whatever is thrown at them. It can be done accidentally, so it’s not treated as harshly, but please undo it if multiple people call you out on it or if the GM calls you out on it.
6: You can be any of the established, intelligent races in EE, if their presence is logical and fitting.
7: If you write a flashback, you can only interact with other characters if you have agreed upon it with their players, or if they are NPCs. In dream sequences, most rules can be disregarded, but only because they do not impact the real world.
8: No excessive gore and shock factor stuff. Dark subject matter is okay, but the graphic murder of children and the like is way off limits.
9: Please take this RP seriously. It has been on an ongoing development hell journey for a good almost 8 years now and I will not have it ruined. If you find yourself bored, don't start messing about or annoy other people because you have nothing to do. Be creative! Write a flashback, start interacting with other characters, or the world around you.
10. Choices in this RP matters. I have mapped out lengthy spreadsheets of the classic "cause and effect" principle. If some NPC ends up dead, then they are going to remain dead, and this will in itself have a lasting impact on the story and future choices. Assume this is the case with every "quest" you and other players discover and tread carefully from there. Some times brute force might be necessary, other times it might be more rewarding to use more diplomatic solutions.
11. A continuation of above-mentioned rule. Just because the outcome of every main and side quest in this rather lengthy RP matters, does not necessarily mean that I am going to unjustly punish the players for making the "wrong" choices (there are no wrong choices). I will make sure to let you know beforehand in-story and in-character what sort of ramifications your decisions might have on the future of the RP, and you have the option to either ignore or comply.
12. My word is law. If you have questions concerning lore, characters, background, technology etc, do not hesitate to consult me beforehand, either on my talk page or through DMs on Discord. But do not go off and invent stuff on your own that might break already established lore or immersion to spare us both a lot of grief and confusion.
13. The final but most important rule of all: Have fun! Seriously, if no one is enjoying this, then those 8 years would have been for naught. I will try my best to keep everyone satisfied with character and story progression, but I also realise it is impossible to keep everyone pleased. If you have any qualms concerning characters and story, then again do not hesitate to contact me and we could work it out. This includes potential side missions connected to your own characters, changes to the lore, etc.
And now for some brief background for those who did not read the introductory blog stories (shame on you, if you didn't).
The starting date for our RP was the 17th of of Morning Star, 2022 EC (Establishment of Council). The adventure has begun! Caecilly, a plane where a fascinating and revolutionary archaeological find has been made, has come under the attack of a mysterious perpetrator. The Elder Council, in order to avoid a public panic and media outrage, enlists a crew of freelancers to investigate the attack and to track down the culprits.
It is finally here, after who knows how many years of planning and development at this point. While the worldbuilding is far from complete from being written into articles, I am only posting this now so that I can say that it came out before The Winds of Winter (suck it, George).
With that out of the way, let's start with a rather lengthy opening post for this first chapter so that we have that out of the way and can get to the good stuff already. Some of you already know what Elder Effect is from what I have told you in PMs or otherwise, but some of you may be entirely new to this and might ask me "What the hell is this is this weirdness?", to which I guess some explanation is required.
Elder Effect started off as a Mass Effect/The Elder Scrolls crossover, but eventually grew into something else completely. An entirely new universe that is separate from the two franchises completely, yet one that borrows heavily from names, concepts and themes present in both. It is thus not so much science fiction as it is science fantasy. For further reading concerning the worldbuilding I suggest going to the category page (still a WIP) and see for yourself if you find anything of interest.
RULES
1: For now there is a maximum of 3 playable main characters per player. Side characters/NPCs that the player has created and are talking/interacting with said main characters are excluded from this rule.
2: Killing or permanently injuring another player's character is forbidden, without the consent of either the player or the GM.Please take this seriously.
3: Forget all you knew about lore, places, history, and/or characters from both TES and/or ME. They will not make an appearance in this RP. Names and characteristics from both franchises might be borrowed but that does not necessarily mean that they are the same, unless stated otherwise.
4: You cannot play as Divines, Daedric Princes, or other incredibly powerful entities.
5: Don't be overpowered. That means:
No avoiding damage or ignoring it: You take hits, just like you dish them out. You may block or dodge attacks but one in three must hit you. No ridiculously over powered super-abilities: anything that allows you to destroy powerful enemies in one hit or gives you a majorly unfair advantage over other players and NPCs will be considered overpowered. You cannot destroy a building or a settlement in one post; depending on the building’s size, you must destroy it over the course of several posts. The only exception is during flashbacks, dream sequences or during written plot pieces (over the course of a paragraph or two).
‘Fridge Magic’ is also considered a form of overpoweredness. Fridge Magic is spontaneous luck, which allows the player to avoid damage or consequence for their actions, where the stars align to always make sure that one character stands tall and is completely invulnerable to whatever is thrown at them. It can be done accidentally, so it’s not treated as harshly, but please undo it if multiple people call you out on it or if the GM calls you out on it.
6: You can be any of the established, intelligent races in EE, if their presence is logical and fitting.
7: If you write a flashback, you can only interact with other characters if you have agreed upon it with their players, or if they are NPCs. In dream sequences, most rules can be disregarded, but only because they do not impact the real world.
8: No excessive gore and shock factor stuff. Dark subject matter is okay, but the graphic murder of children and the like is way off limits.
9: Please take this RP seriously. It has been on an ongoing development hell journey for a good almost 8 years now and I will not have it ruined. If you find yourself bored, don't start messing about or annoy other people because you have nothing to do. Be creative! Write a flashback, start interacting with other characters, or the world around you.
10. Choices in this RP matters. I have mapped out lengthy spreadsheets of the classic "cause and effect" principle. If some NPC ends up dead, then they are going to remain dead, and this will in itself have a lasting impact on the story and future choices. Assume this is the case with every "quest" you and other players discover and tread carefully from there. Some times brute force might be necessary, other times it might be more rewarding to use more diplomatic solutions.
11. A continuation of above-mentioned rule. Just because the outcome of every main and side quest in this rather lengthy RP matters, does not necessarily mean that I am going to unjustly punish the players for making the "wrong" choices (there are no wrong choices). I will make sure to let you know beforehand in-story and in-character what sort of ramifications your decisions might have on the future of the RP, and you have the option to either ignore or comply.
12. My word is law. If you have questions concerning lore, characters, background, technology etc, do not hesitate to consult me beforehand, either on my talk page or through DMs on Discord. But do not go off and invent stuff on your own that might break already established lore or immersion to spare us both a lot of grief and confusion.
13. The final but most important rule of all: Have fun! Seriously, if no one is enjoying this, then those 8 years would have been for naught. I will try my best to keep everyone satisfied with character and story progression, but I also realise it is impossible to keep everyone pleased. If you have any qualms concerning characters and story, then again do not hesitate to contact me and we could work it out. This includes potential side missions connected to your own characters, changes to the lore, etc.
And now for some brief background for those who did not read the introductory blog stories (shame on you, if you didn't).
The starting date for our RP is the 17th of of Morning Star, 2022 EC (Establishment of Council). Unknown to the populace of the Mundus Galaxy a vicious attack by an unknown perpetrator has been carried out against an archaeological expedition on the small, unremarkable planetoid named Caecilly. To keep the situation under wraps in order to prevent a public panic or a potential leak of classified information, the Elder Council has produced a list of highly skilled people to go and investigate the site, assess the situation, and to find and capture (or destroy) the people responsible for the attack (your characters). Milerius, an agent of the Elder Council, was summoned to bring all of the mentioned people on the list into the service of the council which brings us to where our story begins.
Your characters will begin in a lobby outside the Elder Council's chambers at White-Gold Tower Station, where they will be awaiting the reason behind them being summoned here, as the attack has not become public knowledge.
"Maw unleashing razor snow, Of dragons from the blue brought down, Births the walking winter's woe, The High King in his Jagged Crown." - Nordic Verse
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Ivar Chapter 1:
In the year 1E 140, Harald the 13th in the line of Ysgramor declared himself the first High King of Skyrim. His claim of the title, however, is tenuous. Most Jarls have not pledged their support for him, so the peace between the holds that has timidly endured since the end of the Dragon War is no more. Civil War is on the horizon.
Jarl Ivar had fought beside the young would-be-king during the Snow Elf War. The two did not get along. Ivar was as ambitious as the young king and far more stubborn. For most of the war he ignored Harald's strategies and commands and just did as he wished. He sought out his own glory and fought his own battles. Though despite all his effort it was Harald that people remembered as the leader of the Atmoran forces. It was Harald that people had acclaimed as High King when the fighting was over. It was Harald who now wished to rule over him. Ivar would have none of it.
He refused to pledge to Harald and instead marched his army home. His arrival in Hvítrrinn was not a pleasant one. While he had been fighting the Snow Elves in the east, his Hold was attacked by the Reachmen from the west. The nedic savages sought to reclaim the lands taken from them by Ivar and his late father Jarl Gjalund.
The Jarl gathers his forces in his capital of Drekahóll to push out the Reachmen invaders and prepare for the inevitable confrontation with High King Harald.
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Rules:
Post your characters in the CC Storage Thread
No killing/taking control of other people's characters without permission
Can't change major plot points without my permission
No fooling around, don't have your character be goofing around for no particular reason
It is currently the month of Midyear of the year 1E 140.
NOTE: This part takes place concurrently to Harald's Part 1.
It is the 578th year of the second era. Emperor Varen has disappeared, and Clivia Tharn is the regent ruler of the Empire. Unbeknownst to the majority of Tamriel, the soulburst has just occurred, and Molag Bal is preparing for his invasion of Tamriel.
To the east, the Ebonheart Pact has formed in response to a recent invasion from Akavir, but to the west the Daggerfall Covenant has formed designed to bring peace to the realm of High Rock for trading. In the middle of these two alliances, is the land of Skyrim, split in two due to a succession war.
Our journey starts in Falkreath, with two young Khajiit children, who have fled from their home for reasons unknown. However, they soon discovered how cruel the world is. Where at once they had each other, now they have nothing.
One sister has gone missing, and the other has posted a bounty with a suspicious award, hoping to be reunited with her relative. Will a team of adventurers take the bounty, and help the young girl find her kin? Or will the oncoming darkness take them all...
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Please read the rules here and post your character sheet below, as well as any questions you may have.
This may be my first time DMing a roleplay in this community, but it is not my first time DMing in this format. The story is for the players to create, all I've done is built up the setting with a few goals and roadblocks. Nothing is predetermined, planned, or railroaded. My job is simply to react to your actions, and maybe improv a bit to give you a push out the door.
This setting takes place a few years before the events of ESO, and I will be trying to keep things lore friendly. That means no, you cannot play as the brother of the high king, nor topple any governments and kill any characters present in ESO (if you even meet any). This will be a grounded story between characters, with an everlooming threat making your lives difficult.
Content Warning; Note, this roleplay will feature some heavy elements not suitable for everyone. While nothing will be explicitly described, the horrors of Coldharbour will be present in the background, and its up to the heroes of this story to make the world a better place.
While the setting will be dark, it will not be grimdark.
Today is the 28th day of Frostfall, in the year 578 of the Second Era.
Here in the realm of Falkreath, the Shriekwind highlands protect the forest from the cold winds blowing in from Atmora. Warm air continues to push past the Dragon's Teeth Mountains, melting the snow on the Jeralls and keeping the ground wet and fertile.
Jarl Skjoralmor of Falkreath, has called out for adventurers across all of Tamriel to help push out the Reachfolk that have taken refuge in his lands. refugees from Cyrodiil. While most have been pushed back and removed in the past years, some of the Ice-Reach Coven remain, as evidenced by the undead and lycanthropic creatures still present as told by unlucky travelers.
The rewards are as follows:
1000 gold for every hagraven's head delivered to the longhouse
5000 gold for every transformed were-creature's head delivered
500 gold for every reachman briarheart delivered
50 gold for every additional reachman head.
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This is prologue post of an upcoming RP hosted by Suraru
Prologue RPs are designed as a sort of "session 0" so players can understand how the DM operates, and if this is the right RP for them before they dedicate themselves to the rest of the story.
If you're interested in joining, you can find the sign up post here:
https://tes-sandbox.fandom.com/f/p/4400000000000030243
Once approved, you may introduce your character(s) below.