[@Turboshitter] Alright, about magic. I'm not a big fan of adapting the system of the games with clearly identified spells with codified effects to the art of prose. I prefer to leave the actual functioning of the magic a little more relaxed and vague; instead of "casting Wall of Flames", your character "sprays the ground with liquid flames that eat away at the rotting undergrowth fiercely, flaring up as tall as a man and forming a fearsome barrier of heat and light". Use the spells of the videogames as an inspiration for the kinds of things that can be done with any given school of magic. As for power levels; think no further than Expert-level stuff in the videogames. No blazing infernos and bone-chilling blizzards. Two more things I want to note. Some things in the game don't make any sense when translated to the 'real world'. Being resistant to frost as a Nord doesn't actually help you resist the physical damage caused by being impaled with a spike of solid ice, but it could definitely help you shrug off less corporeal frost magic. Try to apply that kind of logic when determining what magic can and cannot do. The other thing is that I would like for healing magic to be [i]less effective[/i] in this roleplay than in the videogames. In the heat of battle, Restoration can close shallow wounds, reduce severe hemorrhaging or set a dislocated shoulder, but it cannot mend broken bones or sew organs back together -- unless you have a team of dedicated Temple Priests at the ready or something like that. The same goes for treating illnesses. It always bugged me that everything can be cured with a single potion or a quick visit to a shrine. Why is there even a healer in Kynareth's temple in Whiterun? Stuff like that. [@Dismas] Every group needs a coward. The only comment I have is to remember the cardinal rule: [i]why are they with the group?[/i] [@Asura] Yeah, expensive and rare materials are off-limits. Cultural equipment like elvish and orcish is allowed if it makes sense for your character to own it. An Altmer or a Bosmer is more likely to have an elvish blade than an Argonian. I'll judge that on a per-character basis. [@Peik] Balen is more than welcome to make a return, but once again: [i]why are they with the group?[/i] :hehe That matters most. [@Iuniper] Your appreciation has been appreciated. PS. I added Birthsign to the character sheet. Can't believe I forgot that.