[center] [img]https://img.roleplayerguild.com/prod/users/0e467ddc-6f9f-434b-9b6b-76a8ff3e67d3.png[/img] [/center] [sub][h2][color=9F9270] [b]I[/b]ntroduction[/color][/h2][/sub] [sup][sup][sup][hr][/sup][/sup][/sup] [indent][b][color=9F9270]I[/color][/b]n the year of 4E 202, the Dragonborn slayed both Alduin and Miraak. In the year of 4E 203, the Nerevarine returned to Morrowind, spearheading the reconstruction of the Dunmer homeland with never-seen-before Akaviri knowledge. These individuals would controversially realize their visions with their iron fists, swiping aside opposition with mythical power and much hated discipline. However, when Tamriel found itself in dire hour in 205, there would be no miracle. As Akavir followed the Nerevarine in invading Tamriel, the Godslayer chose to collaborate, rather than resist. Windhelm fell quickly as the invaders swiftly swept into Skyrim, taking advantage of the Dragonborn's assassination. There was no accord, no cooperation and no solidarity. A continent found itself divided, with the peoples of High Rock, Orsinium, Hammerfell, Valenwood and Elsweyr occupied in wars near and far. Great powers would clash and great heroes could rise, but on center stage of the upcoming chaos, it would be everyone for themselves. You were not the few beings blessed and cursed with power; you were a regular mortal. What transpired in the wider world were all but ambient noises. The murmurs of a quiet revolution on Summerset Isles, or the rumor of the Argonian prince being Hircine's champion were simply unheard of. Even if you somehow caught a whisper or two, they just could not matter. You were someone trying to live in a world of constant flux, a existential crisis was not so different from losing a meal. From the lowliest beggars to the second born child of nobility, who just shied of inheriting a throne, you had to earn your living. You weren't the best, but you held your own in your trade. Maybe you were a healer, maybe you were a hunter, or were you a thief? Whatever you were, you are bound to be affected by the coming crisis. Time has come for you to act, for a struggle of such will shape individuals in profound ways.[/indent] [center][img]https://farm1.staticflickr.com/794/27017254388_e55c42b268_o.png[/img][/center] [sub][h2][color=9F9270] [b]S[/b]etting[/color][/h2][/sub] [sup][sup][sup][hr][/sup][/sup][/sup] [center][sub][h3][color=9F9270]IC Time:[/color] Sun's Height 27 (Dawnstar)/29 (Bleakrock), 4E 205[/h3][/sub] [sub][h3][color=9F9270]Total IC Time Elapsed:[/color] 1 Month[/h3][/sub] [sub][h3][color=9F9270]Unique Characters:[/color] 90+[/h3][/sub][/center] [indent] [hider=The World Before Us] Akaviri [b]Kamals[/b] sacked Windhelm on Sun's Height 6. The city is jointly occupied by Kamals and Morrowind Armigers right now. [b]Winterhold[/b] was completely destroyed in another cataclysm, the College survives and is isolated. A seaborne rescue was mounted by guards of the Pale, local volunteers and a mercenary company. Just under twenty mages made it to safety. The [b][i]Tamrielic Gazette[/i][/b] is a privately-owned, continent-wide newspaper. It reports current events across Tamriel. The main quests of [i]Skyrim[/i] and [i]Dragonborn[/i], along with the civil war, were completed by a male Nord. The quest lines of the Companions, Dark Brotherhood, Thieves Guild, College of Winterhold and the majority of [i]Dawnguard[/i] were completed by [b]separate individuals[/b]. Everything above happened between 201 and 202. [b]Decisions[/b]: Paarthurnax is still alive, Stormcloak victory, Emperor Mede II assassinated, Companions purified, Dawnguards defeated the Volkihar, Skaal hunters routed the Rieklings from their meadhall. Ulfric died before crowning. The [b]Dragonborn[/b] was crowned instead, his reign earned a tyrannical reputation. He was assassinated in the second week of Sun's Height 205, leaving a power vacuum and a cold civil war. The [b]Nerevarine[/b] returned from Akavir to Morrowind in 202, he made himself the king of Morrowind and dedicated efforts to rebuilding. A week after the Kamal invasion, elite Morrowind troops have been seen working alongside the invaders. [b]High Rock[/b] is the last loyalist province, it was splintered in five realms. Wayrest became a Corsair republic. A nominal high king was chosen last month (Second Seed 205) and an alliance of major monarchies managed to force out pirate lord Mackin with a siege. [b]Gaius Tarius[/b] is the new emperor, after Mede's assassination. Many oppose him. [b]Elsweyr[/b] left the Dominion in 204, thanks to Imperial support and coups on Alinor. The [b]Mane was assassinated[/b] in Second Seed, 205; prompting a north vs. south [b]civil war[/b]. The war is officially won by the North, but an insurgency is going strong. [b]Bosmer separatists[/b] and Imperial troops occupied northern half of Valenwood (including Falinesti) for a month now. Hammerfell has also been occupying north-western coasts in an accord with Cyrodiil. Trinimac worship outlawed in [b]Orsinium[/b]. War broke out between Orcs and Redguards due to theft and rhetoric. An Orcish regime change by single combat saw no shift in major policies. Reachmen and Forsworn are increasingly hostile. Piracy run rampant on the seas. Cult activities spiking. [/hider] [hider=Journey in Pictures] [center] [img]https://farm8.staticflickr.com/7666/26928691012_8ce9ff210b_o.png[/img] [sup][color=c7a958]Salvius Farm on Markarth outskirts, one week prior to the Forsworn led massacre. Mid Year 16, 4E 205.[/color][/sup] [img]https://farm2.staticflickr.com/1513/26075896811_7f061903b5_o.jpg[/img] [sup][color=c7a958]"Private contractors" preparing for anti-Forsowrn operations in the Reach. Mid Year 24, 4E 205.[/color][/sup] [img]https://farm2.staticflickr.com/1649/26049739422_59a9ef20f2_o.jpg[/img] [sup][color=c7a958]"Bloodmoon" phenomenon observed over White River delta. Sun's Height 3, 4E 205.[/color][/sup] [img]https://farm2.staticflickr.com/1563/26318237695_c7748e436c_o.jpg[/img] [sup][color=c7a958]Refugees fleeing from the Kamal invasion in Eastmarch. Sun's Height 8, 4E 205.[/color][/sup] [img]https://farm8.staticflickr.com/7086/26418772903_c08a74a718_o.png[/img] [sup][color=c7a958]A member of the White River Braves watching the Pale-Eastmarch border. Sun's Height 9, 4E 205.[/color][/sup] [img]https://farm8.staticflickr.com/7261/27022666235_f6124b12f8_o.png[/img] [sup][color=c7a958]EECS [i]Nibenese Onyx[/i] embarking for Winterhold. Sun's Height 11, 4E 205.[/color][/sup] [img]https://farm9.staticflickr.com/8257/28146332973_a4a21b942d_o.jpg[/img] [sup][color=c7a958]Secret entrance leading into the College of Winterhold. Sun's Height 14, 4E 205.[/color] [/sup] [img]https://farm8.staticflickr.com/7748/28656553152_6186eece5d_o.jpg[/img] [sup][color=c7a958]A seaside cave in northern Pale has been converted to an Armiger beachhead. Sun's Height 15, 4E 205.[/color][/sup] [img]https://farm9.staticflickr.com/8858/28695387481_f099f25ef2_o.jpg[/img] [sup][color=c7a958]Falmer infested caverns provide the only shelter amid an unnatural snow storm. Sun's Height 16, 4E 205.[/color][/sup] [img]https://farm6.staticflickr.com/5592/30165785686_7cf9c524d0_o.jpg[/img] [sup][color=c7a958]Whaler's Festival, a Dawnstar tradition. Sun's Height 18, 4E 205.[/color][/sup] [img]https://c1.staticflickr.com/3/2912/33489022900_7df9bc373f_o.jpg[/img] [sup][color=c7a958]Lunatic pyromancer Gwinnir ignited massive forest fires in the Pale, turning spriggans hostile. Sun's Height 21, 4E 205.[/color][/sup] [img]https://c1.staticflickr.com/4/3950/33489023290_c1c21e7297_o.jpg[/img] [sup][color=c7a958]The Dwemer ruins of Bthamz is located on an archipelago, in the Sea of Ghosts. Sun's Height 22, 4E 205.[/color][/sup] [/center] [/hider] [/indent] [center] [img]https://farm5.staticflickr.com/4147/34858151233_2f5c907320_o.png[/img] [/center] [sub][h2][color=9F9270] [b]G[/b]ameplay[/color][/h2][/sub] [sup][sup][sup][hr][/sup][/sup][/sup] [indent][b][color=9F9270]T[/color][/b]his RP combines of both open-world exploration and linear storytelling. Within a defined area, player characters are free to interact with minor NPCs. However, an overarching plot also exists, with several major NPCs to guide it forward. Player choices determine portions of the story. Combat, character development, interactions and adventures are all major focuses of the game. Each one are equally as important as another; to get the most out of your roleplaying, I advise you to overlook none of the above. For the sake of creating a smooth RP experience, solid knowledge of TES lore will be useful, but not exactly necessary. The goal is to have a story based on [i]Elder Scrolls[/i] lore but remains mostly independent from established events, so that we have the room to create something unique. Please start with one character, there may be chances to introduce more, should we proceed that far. As an advanced RP, your application is the proof of your writing skills. Bring your A-game on grammar, spelling and TES lore, and you'll have no problem being accepted. If certain parts of your character require editing, please do so appropriately or provide valid reasons otherwise. [hider=Equipment Limitations] [center][sub][url=http://www.roleplayerguild.com/topics/1396-the-elder-scrolls-vengeance-of-the-deep/ooc]OEM[/url] by [@Dervish][/sub][/center] [hr] [hider=Materials] [center][sub][color=green]Unrestricted[/color], [color=yellow]explanation required[/color], [color=orange]extensive explanations required[/color], [color=red]prohibited[/color][/sub][/center] [indent][color=green]Basic Materials[/color]: Iron, steel, rough hide, fur, leather, and raw wood; easy to come by and easy to afford. If your character possesses anything within these categories, you don’t need to justify having it. [color=yellow]Advanced Armor[/color]: Scaled, steel plates, reinforced cloth and sanded wood; the next step up from your run-of-the-mill kit. Creating and maintaining these equipment require a working knowledge of the appropriate craft, or alternatively, easy access to armorers and coins. However, for those with more experience, advanced armor represents a compromise between price and performance. [color=yellow]Elven, Orcish, Chitin and Bonemold[/color]: Regional specialties that are somewhat easy to come by, and all have their unique advantages. They happen to be fairly expensive and aren’t nearly as common as the previous category. Elven weapons tend to hold an edge better than steel and are very sharp, as well as being much lighter and more flexible than most metals. Orcish material is very hard, very durable, and very heavy. It’s more difficult to work with and shape, but once it will never fail and requires virtually no upkeep while not being quite as sharp or flexible as elvish works. Bonemold and Chitin formulas are native to Morrowind and Valenwood, they are used for armor and weapon grips, providing alternatives to traditional steel alloys. [color=yellow]Dwarven[/color]: This is relatively common in Skyrim, Morrowind, or Hammerfell if your character has been in the ruins. Most of their machines and defenses are still working, so chances are, your character is brave and tenacious if they got their hands on this stuff. Stores would sell limited stocks at pretty marked up prices considering how hard it is to obtain it. [color=yellow]Ancient Nord[/color]: Really old weapons that somehow hold up over the years, they're crude and quite common in ancient Nord temples, tombs, and ruins. The only problem is you usually have to deal with the draugr. And obviously, they're not nice zombie people. Stores wouldn't sell this stuff since modern equipment are much easier to obtain. [color=yellow]Solstheim Nordic Steel[/color]: Weapons made by the Skaal of Solstheim, it’s excellently crafted steel weaponry and armor of the highest caliber, but is uncommon to find outside of Solstheim, given its predominant association with the Skaal. [color=yellow]Falmer and Forsworn[/color]: Both sets of weapons are crude but effective, and Falmer gear usually has poison chambers due to being constructed from Charrus chitin and other parts. Forsworn stuff is built out of raw materials from nature, much like how a native American would. Since many characters took part in a battle against the Forsworns, loots are relatively common to get. [color=orange]Mithril[/color]: A superior light alloy pioneered by Cyrodilic blacksmiths, it is linked in chain-mail to achieve comparable performance to Elven armor. Majority of raw Mithril were mined on Roscrea, but the colony was abandoned in the 4th era, greatly diminishing available supplies. It was popular between rich adventurers and well-founded mercenaries in the late 3rd era; not so much now. [color=orange]Stalhrim[/color]: A special, magic ice-crafted set of equipment that can only be forged by the greatest masters using techniques only known by the Skaal. Changes are, your character will have neither access to stalhrim, the equipment to mine it, or the knowledge to do anything with it. It is exceedingly rare stuff. [color=orange]Ayleid and Akaviri[/color]: Similar to the ancient Nord weapons and gear, a long gone elven civilization left behind a lot of Cyrodilic ruins and the invaders from across the sea to the East in Akavir. However, no armor examples are known to exist and what little katanas they had left behind are extremely rare to come across. Please don’t write up a whole novel of how your character obtained these because, ‘lol, Japan is the best’. However, what examples remain are expertly crafted swords that have held up well over the years. [color=orange]Glass and Ebony[/color]: Both of these are high-end, expensive, and extremely well made weapons and armor that you'd be lucky to ever find. Ebony gear originates in Morrowind, so it would be found among the rich and powerful there, and likewise, Glass gear comes from the Aldmeri Dominion and is usually only found on their elite soldiers. While some examples find their way into Skyrim and Cyrodiil, it's very uncommon and you are a very attractive target for having them. Would you walk around with a rapper's amount of gold chains around your neck at night in a dark alley? Kind of the same thing. However, their quality is absolutely top-notch and while both weapons require a fair deal more upkeep than other materials (both incorporate types of glass in the construction in addition to metal), they are very desirable and dangerous. If your character possesses anything in this category, I would like a background justified and believable explanation for having it. I will not approve every CS that has glass and ebony in it because people think of it in video game statistic terms and therefore it will give them a competitive edge. [color=orange]Silver[/color]: Just as silver on Earth, silver on Tamriel is no cheap mineral. While it is more abundant then ebony and malachite, it is still a lot harder to find than iron or corundum. As armor, it doesn't offer much versus traditional steel, so it's basically the more expensive version used only for ceremonies. Silver weapons though, particularly the edged ones, dish out extra damage against undead, warebeasts and vampires. Groups specializing against these foes, such as the Silver Hands or the Vigilants of Stendarr are frequents users. [color=red]Gold[/color]: They are as rare as ebony and glass; nearly all processed gold turn into jewelries or coins. Building combat equipment with gold has no purpose besides an emperor flaunting his vast treasury. So unless you're the Mr. T of Tamriel, gold armor and weapons are absolutely no-go. [color=red]Dragon[/color]: Dragons are all but extinct, and whatever remains are enslaved or in hiding. As such dragon scales and bone are extremely hard to come by. You can only find this in Skyrim, but as such, much of it has been confiscated by authorities for archiving, equipping their own elite soldiers, or as museum pieces. It is extremely hard to work with dragon scales and bones, so even if someone obtained them, they'd have to be among the best to do anything with it. You very likely will never possess dragon materials. [color=red]Daedric[/color]: The Oblivion crisis ended over 200 years ago, and as such, the presence of the daedra in Tamriel is so rare they may as well be myths to most people, and the few that do manage to cross dimensions certainly aren't going to hand it over. Even harder to obtain than dragon materials, a master smith would be hard pressed to find a daedra heart, and likely wouldn't know the process to create daedric metals and shape it into armor and weapons. You very much won't have possession of these, at all. [color=red]Penumbric[/color]: Congratulations, shadow mage Gcold bestows upon you these mystical arms for dungeon-delving on Nokia's indestructible bricks. JK, you get nothing, lol. [color=orange]Uniforms[/color]: Imperial legion armor, Thalmor justiciar robes, Stormcloak curirass and more; these things aren't handed out for free. I'd wager most people wearing them are members of the respective organizations. So, somehow you ended up with one of those. How? You know that military rifles are returned after each tour, so the soldier won't keep them. Things might be laxer in Tamriel, but an Imperial general won't be impressed when grunts took home their kit as souvenir. Perhaps you stole them, or maybe that particular set was phased out. Whatever the reason, you need to have one. [color=yellow]Enchantments[/color]: Possible, but you'll need to find the soul gems to charge them. Also, they're expensive as hell if you're trying to buy them, and only talented mages know how to soul trap. Best become friends with an enchanter if you're poor. If your character is an enchanter, it looks like you may be popular. Keep your enchantments limited to the level of skill your character has in the skill section. Note that enchantment requires four components; the base item, a soul gem, a worktable/altar and schematics. The schematics can be further divided into three categories itself; pre-enchanted items, spells and runestone. Pre-enchanted items are by far the easiest to use and find, with a decent enchanting skill, the enchanter simply copies existing enchantment from one item to another. Without an arcane article at hand, the enchanter may elect to draw inspiration from the spells they know. This method requires working knowledge in both enchanting and the relevant school of spell casting. Lastly, a eligible trio of runestones, arcane pebbles of potency, aspect and essence, form into an archaic glyph. However, runestones were last harvested en masse during the Interregnum, and their sources are absurdly scarce today. [color=red]Artifacts[/color]: No. [/indent] [/hider] ▪ [b]Weapons[/b] do not necessarily have to be what you find in the games, but follow it as a template. As such, things like spears, throwing knives, throwing axes, glaives, halberds, javelins, and flails are fair game, even if most of that didn’t appear in any of the Elder Scrolls games. However, that isn’t free rein to try to put something that is high-fantasy or just ridiculous (ie. guns) into the game. Do try to keep things lore appropriate where possible, as well. ▪ [b]Potions[/b] take time to work in most cases, so you're not going to get gutted by an axe and then look brand new by chugging Tamriel Energy Drink. It'll help your body mesh the wounds and heal you, and it takes time for it to eliminate poisons and disease. In short, be careful. On that note, chugging potion after potion isn't going to happen unless you happen to be a whale with the body mass to do so. ▪ [b]Scrolls[/b] take time to read, so if you're reading one in combat to cast something, make sure you have someone watching your ass and there isn't a group of Falmer looking to rip your arm off ten feet away. ▪ You can only [b]carry[/b] so much on your person at a time. Think of real life, are you going to be carrying a bow, a claymore, 3 daggers, a staff, 400 arrows, steel plate armor, just as many potions and scrolls, and every book out of the public library? Keep it reasonable, keep it realistic. Collecting loot should never be your goal. You should also specify how your character is carrying around most of their [b]inventory[/b]. [/hider] [hider=Guidelines] ▪ [b]Spells[/b] can be used even with two handers and bows. However, you [b]cannot[/b] cast a spell and swing a greatsword [b]at the same time[/b]. Let's keep it reasonable, you need to lower the sword or bow and free up a hand to cast. Even if you can cast without free hand, juggling razor sharp steel and scorching hot magma do not end up well. Spell casting, potion making, enchanting; all can fail. ▪ [b]Damage[/b] is realistic(ish), if you're hit by an ice spike or an arrow; you're going to need some serious medical attention if it hits something vital. But since this is Elder Scrolls, and potions work in ways that a platypus would say, "that's fucked up." People also aren’t going to die of an infection from a blade wound after three days of sickness or something. Your character is mortal and will be taking wounds in combat. Also, weapon and armor will be worn from use, repair is required to keep them going. ▪ [b]Vampire[/b] and [b]werewolf[/b] characters are a potential possibility, but this is similar to the weapon rules where it’s going to be based more around role playing than stats. People aren’t going to react well to finding out their companion could turn into a flesh hungry monster at any minute, and many of the religious, paranoid, or sensible types will likely try to kill them for it on the spot. If you do decide to go this route, your application will face higher levels of scrutiny than others because we need to make sure that you can actually properly role play somebody who is struggling to control their disease and accept that if it’s discovered, they face a very difficult road ahead. You may elect to keep your character's blessing/affliction discrete, in which case, you should PM myself beforehand. ▪ Keep in mind the [b]age[/b] or your character in relation to their [b]physical ability[/b] and skill as well as personal [b]experience[/b]. Older characters may not be as strong or have the vitality of younger characters, but they have experienced much and had much longer to master skills, as well as they will generally be much more mature and rational, but will take longer to recover from physically demanding situations, wounds, and may be very set in their ways. Younger characters have the raw strength and vitality that comes with being at the peak of your physical prime, and chances are, they are rasher and less disciplined than other characters as well as being susceptible to new ideas and will be generally inexperienced with the world. Basically, just think of how people are in real life. We do not want to see an entire roster of late teenagers to mid-twenty somethings who are master mages, swordsmen, and thieves. If your character is excellent at something at a young age, there better be a damn good reason for it. ▪ Please [b]avoid cliché[/b] and tried stories and personalities and go for something a bit more diverse. This is a major reason we will be doing background checks. If you basically make the same story over and over, you’re not getting a pass. Do something interesting and don’t go with some tragedy staple for cheap drama in an attempt to make your character look deeper than they are. This doesn’t mean you can’t go for the dead parent/ orphaned/ mentor figure/ village burned down/ badass loner/ insert something you’ve seen in every RP thread ever, this one not being an exception. It just means we want to see a solid backstory where something like that isn’t used as a weak justification for your character setting out for exploring and never mentioned again or pulled up whenever you feel like your character needs to have an angsty/sad moment. If you actually feel it serves a purpose and makes sense for your character’s development and history, than by all means. Just make sure it’s understandable and a relatively believable subplot. ▪ If you are trying to [b]omit something[/b] in your character sheet saying that it will be revealed later in the RP, we expect to be private messaged about it for approval, but chances are something like that will set off a red flag unless there’s a good reason for it. Since nobody’s meta gaming, we expect everything in the background section of the character sheet to be revealed there. Most of the time, this comes across as lazy and that you can’t be bothered to write something half-decent [/hider] [hider=Skills and Weaknesses] There are four obtainable levels of skill proficiency: [b]novice[/b], [b]apprentice[/b], [b]adept[/b] and [b]expert[/b]. Mastery in skills is unobtainable for player characters. [b]Default Setup[/b] [list] [*]1 expert skill [*]2 adept skills [*]3 apprentice skills [*]3 novice skills [/list] You may trade in 1 skill for 2 skills of the lower tier, or vice versa. The only restrictions are no more than 20 skills in total, and no more than 2 expert skills. Skills are locked in once your sheet is added to the roster. There may be chances to increase them, but leveling up in not the focus here. For melee weapons, block is not consider a distinct skill. When you are proficient with a weapon, you automatically receive the same level of blocking proficiency, with that particular weapon. [b][color=red]NOTE: 1H Blade, Marksman and Destruction are no longer available as expert skills.[/color][/b] [hider=List of skills] [b]General[/b] [list] [*]Athletics [*]Acrobatics [*]Medicine (non-magical) [/list] [b]Crafts[/b] [list] [*]Woodworking [*]Tailoring [*]Provisioning [*]Smithing [*]Alchemy [*]Enchanting [/list] [b]Languages[/b] [list] [*]Dunmeris (official on Vvardenfell, superseded by Cyrodilic on mainland Morrowind) [*]Jel (official in Black Marsh) [*]Ta'agra (official in Elsweyr) [*]Bosmeris (co-official in Valenwood, marginalized) [*]Exotic language (Daedric, Pyandonean, Akaviri) [*]Extinct language (Altmeris, Orcish, Bretic, Nordic/Atmoran, Yokudan, Ayleidoon, Dwemeris, Falmeris, Nedic, Kothringi; fluency not achievable, research only) [*]Wildlife communication (centaur, minotaur, giant, harpy, nymph, spriggan, lamia, nereid, imga, goblin, riekling) [/list] [b]Defense[/b] [list] [*]Shield [*]Heavy armor [*]Medium armor [*]Light armor [*]Unarmored (mage armor integration and environmental protection) [/list] [b]Combat[/b] [list] [*]Hand to hand [*]One-handed blade [*]One-handed axe [*]One-handed blunt [*]Dual wielding [*]Two-handed blade [*]Two-handed axe [*]Two-handed blunt [*]Spear [/list] [b]Subterfuge[/b] [list] [*]Marksman (includes archery, crossbow and throwing weapons) [*]Speech [*]Mercantile [*]Pickpocket [*]Lockpicking [*]Sneak [/list] [b]Magic[/b] [list] [*]Alteration [*]Conjuration [*]Destruction [*]Illusion [*]Restoration [*]Mysticism (rare, explanation required) [/list] [b][color=orange]Hedge Magic[/color][/b] [sup]GM permission required, max 1 per character[/sup] [list][*]Thaumaturgy [*]Necromancy [*]Vampirism/blood magic [*]Lycanthropy (no spells, rather experience with werewolf powers) [*]Light/solar magic [*]Dreamsleeve [*]Primal magic [/list] [color=red][b]Prohibited[/b][/color] [sup]Unobtainable[/sup] [list][*][url=http://www.uesp.net/wiki/Lore:Levitation_Act]Levitation[/url] [*]Thu'um [*]Shadow magic [*]Sword-singing [*]Psijic magic [/list] [/hider] [center][img]https://farm2.staticflickr.com/1692/25289313880_13e4fcd7fd_o.png[/img][/center] Weaknesses are also mandatory, everyone need to have [b]at least one distinct problem[/b] with their character. These are divided into two categories, physical (diseases/disabilities) and non-physical (phobias and difficulty with certain skills). The end goal is not a medical simulator, so we can take some liberties without absolute realism. With that said, weaknesses have to be significant and not easily overcame. Vampirism and Lycanthropy (and their associative weaknesses) do not count toward this, neither are things like "hates dogs", "too attractive for his/her own good" or "unarmed". [hider=Sample flaws and weaknesses] [b]Physical[/b] [list] [*]Loss of certain body part(s) [*]Dull senses [*][url=http://www.uesp.net/wiki/Lore:Disease]Sick[/url] [*]Low stamina [*]Low health [*]Clumsy [*]Sensitive to elements [*]Addiction [*]Allergy [/list] [b]Non-physical[/b] [list] [*]Mentally Challenged [*]Illiterate [*]Phobias [*]Social Awkwardness [*]Weak-willed [*]Gullible [*]Debt [/list] [/hider] [center][img]https://farm2.staticflickr.com/1692/25289313880_13e4fcd7fd_o.png[/img][/center] Skills and weakness might be used to resolve conflicts and determine the outcomes of important actions. Dice rolls will be used for complex scenarios, and simpler situations are up to GM discretion. For example, high restoration skill will let you recover better from wounds. Having hydrophobia might be problematic when your character's backed up against a body of water. Being indebted with no mercantile skill means no deal with every merchant you find. [/hider] Character sheet template available in characters tab.[/indent] [center][img]https://farm5.staticflickr.com/4284/35659299192_0c99de7ff5_o.jpg[/img][/center] [sub][h2][color=9F9270] [b]R[/b]ules[/color][/h2][/sub] [sup][sup][sup][hr][/sup][/sup][/sup] [indent] [b][color=9F9270]§[/color][/b] Player participation can be terminated at any given time, at the GM's discretion. [b][color=9F9270]§[/color][/b] The following offenses will result in the [color=red][b]player[/b]'s removal[/color] [list] [*]Starting arguments [*]Circlekjerking [*]Discrimination [*]Harassment [*]Spamming and excessive shitposting [*]Advertising without GM permission [*]Breaking [url=https://www.roleplayerguild.com/topics/163267-fundamental-rules-of-the-guild/ooc#post-4291608]forum rules[/url] [/list] [b][color=9F9270]§[/color][/b] The following offenses will result in the [color=orange][b]character[/b]'s removal[/color] [list] [*]Metagaming [*]Flawless characters [*]Controlling other players [*]Writing strictly for winning [*]Low effort IC content [*][abbr=Post something every 14 days. Failure to be active will result in a warning; you will no longer be part of FoC after two warnings. Major IC events have a window of 14 days to respond; failure to do so incurs a major loss to your character. Not responding to two consecutive major IC events will result in the neglected character(s) being removed. This is irreversible; you may remain as a player, but that character is gone forever. You may request exemptions from major IC events. Upon GM discretion, your character may be preserved as inactive until reentry is possible.]Inactivity[/abbr] [/list] [b][color=9F9270]§[/color][/b] Posting guidelines [list] [*]Max 5000 words per post; split anything longer [*]No exotic glyphs or H1/H2 headers [*]Color coding optional; medium contrast colors only [*]Put character sheets and OOC posts longer than 500 words in hiders [*]Clearly indicate the IC time and location [*]Collab outside of IC [/list] [/indent] [center][img]https://farm5.staticflickr.com/4016/34964103063_b0a9ac441e_o.jpg[/img][/center] [sub][h2][color=9F9270] [b]M[/b]iscellaneous[/color][/h2][/sub] [sup][sup][sup][hr][/sup][/sup][/sup] [indent][b][color=9F9270]Q[/color][/b]uestions? Objections? Suggestions? Feel free to take it to OOC or send me a PM. For more information on [i]The Elder Scrolls[/i] series, check out [url=http://www.uesp.net/wiki/Main_Page]UESP[/url]. [hider=Hall of Fame] [b]Most Emotional Tear-Jerker[/b] [indent][url=http://www.roleplayerguild.com/topics/87915-the-elder-scrolls-fruits-of-contention/ic?page=8#post-3518331][i]Solveig at the Chasm[/i][/url], by [@Leidenschaft] [hider=Nominations] [quote=@Dervish]This scene really stuck out to me because it was one of the most effective scenes I've seen in this game at capturing the absolute desperation and despair that have been articulated so far, and Solveig's experiences are genuinely harrowing and haunting. For as much as Do'Karth tries to assure Jorwen that she is a good person who will choose her own destiny, this really smacks of exactly what Jorwen was afraid of, and the toll it's taking on her. This more than anything really cemented that the characters in this story aren't necessarily heroic, and there's going to be some real dark moments even among the "good guys".[/quote] [quote=@MacabreFox]By this point in the game, while I had experience a vast array of emotions, the one that moved me to tears was when Solveig had to choose between life and death, and the struggles of her choice afterwards.[/quote] [/hider] [/indent] [b]Best Action Sequence[/b] [indent][url=http://www.roleplayerguild.com/topics/87915-the-elder-scrolls-fruits-of-contention/ic?page=6#post-3376669][i]Suicide Bombing[/i][/url], by [@MiddleEarthRoze] and [@Frizan] [hider=Nominations] [quote=@MacabreFox]not only was this a heart-gripping scene, as the scope of their plan unfolded, and both characters suffered grievous wounds for their courage and bravery, it was also one of the best action scenes in the game. I hadn’t read anything so daring before![/quote] [quote=@Dervish]I absolutely, positively adore this scene and it was done in such a way that really captured the chaotic personalities of both Sagax and Roze, and the absolutely insane lengths they were willing to go through for this small victory. It was beautifully written, easy to put myself in the scene, and it was definitely the point that I fell in love with both of these characters.[/quote] [/hider] [/indent] [b]Finest Dialogue[/b] [indent][url=http://www.roleplayerguild.com/posts/3243696][i]Family Reunion[/i][/url] and [url=http://www.roleplayerguild.com/topics/87915-the-elder-scrolls-fruits-of-contention/ic?page=15#post-3940114][i]Parting Words[/i][/url], by [@Leidenschaft] [hider=Nominations] [quote=@MacabreFox]In the relationship of father and daughter, Schafty-kins shows us time and time again, a realistic relationship. One that is evident as his ability to play the role of a father through Jorwen, and his ability to create a dynamic between Solveig and Jorwen. From the beginning of FoC, Schaft showed us Jorwen’s traits as a father during the rescue of the Forsworn children, and even throughout the rest of the game. Again and again, I’m always amazed to read how much skill, even though it might not be many words, that Schaft has been able to give realistic depth to Jorwen. Though this isn’t limited to just Jorwen, but through the relationship with Halla, and Solveig. Even in Solveig, after she meets Sevine for the first time, and listening to how Sevine described her father in a light she didn’t know, their reunion downstairs is emotional. And the same night when Jorwen comes home to Halla, and chastises her like a little girl.[/quote] [quote=@Dervish]There have been a number of really amazing conversations in this game, as well as some of the best character development I've seen in a roleplay, but the reason I am nominating this scene is because a very constant bit of conflict that Jorwen has struggled with is his relationship with Solveig, and it has been that way since the very beginning of the game. All the fights they've had, all the fears and doubts, both of them finally, in this moment, had the courage to have such a small, simple gesture of love and affection towards each other that really spoke volumes more than a monologue ever could about how they both were flawed, but were willing to try to make up for all those lost years and hardships. I really just want to give a shout out to Shaft for making Jorwen, Solveig, and Halla a really believable and true to life family unit.[/quote] [/hider] [/indent] [b]Most Unexpected Twist[/b] [indent][url=http://www.roleplayerguild.com/topics/87915-the-elder-scrolls-fruits-of-contention/ic?page=14#post-3878257][i]Farid Kills Orakh[/i][/url], by [@Gcold] [hider=Nominations] [quote=@MiddleEarthRoze]Even after Farid busting the door down and threatened the Orc, I didn't think he was actually going to succeed in hurting or killing him. This was another brilliantly written bit of action, but for me, was totally unexpected. How naive of me to assume someone would come in to save the day, or that Farid would come to his senses. [/quote] [quote=@Peik]I think the whole sequence, and how it was built up from beforehand with the Tamrielic Gazette, did a fine job of showing the whole 'Those affected by the consequences shall never understand the decisions' tagline of the RP.[/quote] [/hider] [/indent] [b]Funniest Comedic Moment[/b] [indent][url=http://www.roleplayerguild.com/topics/87915-the-elder-scrolls-fruits-of-contention/ic?page=15#post-3931547][i]Keegan Getting Rekt[/i][/url], by [@Gcold] [hider=Nominations] [quote=@Dervish]This scene will always stick out to me as one of the most comedic scenes of the game, from Keegan's inner monologue, his heroic but utterly baffling manner of trying to attack the Spriggan, to getting his ass kicked in the worst possible way, it all pulled together to make a post that I legitimately laughed out loud reading.[/quote] [quote=@Peik]My mind is blank, and my explanation is equally so.[/quote] [/hider] [/indent] [b]Dankest Meme[/b] [indent][hider=Our Lord and Savior] [img]http://i.imgur.com/gpxZhzT.jpg[/img] [h3][b][color=#FF0000]C[/color][color=#FF7F00]L[/color][color=#FFFF00]I[/color][color=#7FFF00]M[/color][color=#00FF00]B[/color] [color=#00FEFF]K[/color][color=#007FFF]I[/color][color=#0000FF]T[/color][color=#7F00FF]![/color][color=#FF00FE]![/color][color=#FF007F]![/color][/b][/h3] [url=http://www.roleplayerguild.com/posts/3651873]Witness the dank lord in its original glory[/url]. Seriously, read the entire page and the next; it'll cure cancer. [/hider][/indent] [/hider] [hider=Credits] Original guidelines: [@Dervish] Temporary GMs: [@Leidenschaft] [@Peik] Summarization: [@Frizan] [/hider] [/indent] [center] [img]https://farm5.staticflickr.com/4213/35695649391_aaa73f4e11_o.jpg[/img] [img]https://img.roleplayerguild.com/prod/users/d2ef8067-51c8-4a58-bddd-9d6b20ccd4c7.png[/img] [/center]