[center] [h1]The Elder Scrolls[/h1] [h3]Year of the Wolf[/h3][/center] [center][i]"Wolf Queen...hear our call..."[/i][/center] [hr] [i][b]4E 5[/b][/i] It has been five years since the end of the Septim line, and the world burns. Since Martin's sacrifice, the Empire has held a tenuous grasp on Tamriel, civil unrest, Provincial infighting, a distinct lack of decisive action on the part of the Elder Council...some call it a curse, the lack of a Dragonborn Emperor of Tamriel. That the Empire has lost the favor of the Nine. Even as the Red Mountain exploded, the people of Tamriel worried that the once great Empire of Tiber Septim would collapse in an orgy of violence and death like those of Alessia and Reman before it, their fears seemingly confirmed by the withdrawal of Black Marsh and the subsequent invasion of Morrowind. Although the seat of Imperial remained unchallenged by the armies of Argonia, or the threat of recently-independent Khajiiti Confederacy, there is cloud of fear thicker than the Ash of Red Mountain. In times like these, there are opportunists. Men who know they can prey on the weak in the shadows of a receding Empire. Imperial efforts to curtail banditry become less and less important as the very real threat of foreign invasion stands on the horizon. Organizations such as the Thieves' Guild, the Dark Brotherhood, even more legitimate efforts such as the Fighters Guild, flourish in this chaos. A lack of Imperial enforcement, as well as those brazen few who see this chaos as not the death of an empire, but the opportunity for advancement use means legitimate and illicit to seize power in the regions forgotten by the eyes of Imperial officials. There are a fair few who fight against this rising tide of darkness, but there is little they can do without serious institutional support, a precious resource in a time of collapsing Imperial influence. Though, there is one event that bodes ill for all. Away from prying eyes, there are those who wish to control the Empire, to seize control through the power of necromancy. Perhaps it never occurred to those who fought the Mages' Guild, that shattering the largest bastion of magical knowledge like glass would play right into the hands of these wicked few. In the shadow of the God of Worms, a pact was formed, remnants of the Guild and the Order of the Black Worm swore to re-instate the preeminence of magic within the Empire. Soon, those who drove them out of society would understand how wrong they were. They knew precisely who could rectify their unfortunate position...all they need do is bring her back to this world. So comes the Year of the Wolf. [hr] You might find it implausible, that the Courier who delivered the letter to you had handed you the ramblings of a mad man. Unfortunately, the letter [i]was[/i] addressed to you, even had a small sum of Septims to entice you along with it. The ink glimmered like living shadow, the parchment felt...haggard, like they had a scant few minutes to put thoughts to paper before it was sent off alongside its siblings. [i]Come to Helgen.[/i] It said, the stain of blood splatter misting across the letter, with only a symbol as signature: A Blade, inlaid within a Moon. [hr] [center][h2]Overview and Expectations[/h2][/center] Hello there, and welcome to the Elder Scrolls: Year of the Wolf! First of all, I'd like to say that I'm appreciative that you have all either shown interest in this roleplay, and that you've taken the time to read through the above plot introduction. Just so everyone is aware, I'm intent on having this be a smaller group game, with [b]4-5 players maximum[/b], though that may change as co-GMs are added, or I feel more comfortable managing more people. For those of you who have played Skyrim, this should seem like a sort of familiar plot, as it is somewhat loosely based off of the Wolfskull Cave plotline, albeit in a different time in the Elder Scrolls setting. The general idea behind the plot of this roleplay is that your characters have been selected by the Breton Nightblade Gaspard Moret, be it for their skills or their specific knowledge, to stop the resurrection of Potema Septim, the Wolf Queen of Solitude, and one of the most notorious – and powerful – necromancers in the history of Tamriel. This journey will extend well beyond the reach of Skyrim, into several other provinces, though not into the totality of Tamriel's lands. With that being the case, your characters are somewhat expected to be of various backgrounds, even if they are specialized into a specific area of combat skills, or magical abilities, within reason. Nobody is the Grandmaster of the Fighters Guild, while simultaneously the Arch-Mage of the Mages Guild who is also the Listener of the Dark Brotherhood. The games do allow this to be possible, but these are realistically untenable positions in tandem, it takes [i]years[/i] to reach those positions, let alone the responsibility that confers. This story is not on rails, and player actions do matter in the context of the world. Generally speaking, specific actions may not have a directly actionable state on the World State, but the completion of various side quests may, and building off of this: [b]Actions have consequences.[/b] So please, think before you do something over-the-top, or outwardly violent towards, say, the local blacksmith. While [i]you[/i] know that you're on a quest to save the world from the Wolf Queen returned, the local guards do not, and if you [i]kill[/i] someone, they're highly unlikely to care. As for writing, as well as maturity, the generally acceptable level is that of an Advanced roleplay, and the connotations that come with that. I will expect a certain attention to detail in posts by players. Please, do look over your writing – don't leave gross typographical errors, and do pay attention to your grammar while writing. If it helps, I really recommend typing in a word processor - [url=https://openoffice.org/]Open Office[/url] is a free alternative to Microsoft Word, if you need it. In addition, I expect there to be some degree of familiarity with the Elder Scrolls Lore, [url=https://en.uesp.net/wiki/Main_Page]UESP[/url] is a fantastic resource that will be able to keep you up-to-date with the lore presented in the roleplay. [hr] [center][h2]World Information[/h2][/center] [hr] [center][img]https://pre00.deviantart.net/e635/th/pre/f/2018/172/a/f/af9f9c38cdfb63e99636a61fa02cec10-d581jpg.png[/img][/center] [list] [*] Year: 4E 5 [*] [b]Red Mountain[/b] has exploded, leaving [b]Vvardenfell[/b] mostly uninhabited. [*] [b]Morrowind[/b] is currently being invaded by [b]Argonia.[/b] [*] [b]Potentate Ocato[/b] is the current ruler of the Empire, leaving the Ruby Throne empty. [*] [b]The Mages' Guild[/b] has been dissolved, leaving the [b]Synod[/b] and [b]the College of Whispers[/b] as successor entities. [*] [b]Dragons have not yet returned to Tamriel.[/b] [*] [b]Vivec[/b] has disappeared, marking the end of ALMSIVI. [/list] There are other events underway throughout Tamriel, the Thalmor have started to gain power within the Summerset Isles, and as a result of the Red Year coupled with the Argonian invasion, there is an increasingly large refugee crisis in Cyrodiil, Solstheim, and Skyrim, though the significance of these events won't be apparent until later in the timeline than what we're currently playing with. [hr] [center][h2]The Rules[/h2][/center] [hr] And now, for the part that nobody likes to have to deal with. The Rules, Guidelines, and Regulations. [list] [*] [b]1. Don't Be A Dick.[/b] – I feel like this one's pretty obvious. Please, be respectful, and don't treat others like shit. In all honesty, this is probably one of the most important rules to me, as it's pretty easy to not break. Treat each other nice, and we'll all be happy, otherwise we'll have to have a chat. [*] [b]2. No Godmodding/Powergaming.[/b] – This is set in a period of time previous to the time of Skyrim, with some changes. Obviously, you all know what the world may look like 195 years in the future, and exploiting that to get in early on the ebony market to make your descendants rich, I will...not look happily upon your character. Also, [i]your character is not invincible.[/i] They can die, they are not Gods any more than you yourself are. [*] [b]3. Need Help? Ask.[/b] – If you're unsure about something, just go ahead and ask in OOC or PM. It will save a lot of time, effort, and trouble in the long run rather than asking after the fact. [*] [b]4. Your Luck is Finite.[/b] – Despite the fact that you are the player characters, your luck is finite. Lucky may be better than skillful, but eventually your luck [i]will[/i] run out, so think before you make that next leap. When your character dies, your character dies, when they're hurt...well, it takes a hefty amount of time to heal from those wounds, depending on the severity. [*] [b]5. Have Fun.[/b] – Above all else, enjoy yourself! This is just a game, not something to lose your mind over. [/list] [hr] [center][h2]Character Guidelines[/h2][/center] [hr] [h3]Classes and Skills[/h3] There are two approaches that can be used to develop a character for this roleplay. First, there is the [b]Class[/b] approach, and there is the [b]Skill Select[/b] approach. The [b]Class[/b] approach involves selecting a specific class. Classes in the Elder Scrolls consist of seven major skills, and these primarily existed in the games prior to the Skyrim-era. A helpful list of classes is [url=https://en.uesp.net/wiki/Oblivion:Classes]here[/url], though if you choose a skill, please do list out the skills that you have selected as well as your proficiency level in that specific skill. By contrast the [b]Skill Select[/b] approach is just that, you pick a grab-bag of skills and list your skills as needed. If you want to be broad and use One-Handed instead of, say, Blunt or Blade, that's fine, but you'll need to specify your specialization in that specific skill. After all, swinging a sword is not the same as using a war ax, etc. Between these two approaches, there is also [b]Minor Skills.[/b] Though each approach gives you seven major skills, you may also have three Minor Skills that can be either from the traditional listing of skills such as Smithing or Lockpicking, or things further off the beaten path such as Leatherworking, Cartography, or specific aspects of Tamrielic History. The difference between a Major Skill and a Minor Skill is that Minor Skills are usually things that add a little flavor to your character's particular approach to their class or lifestyle, as well as being things that fall out of the purveyance of their normal work. Finally, there is [b]Skill Proficiency[/b] – if Class is “What are you?”, and Skills are “What can you do?”, then proficiency is “How well do you do it?” Major Skills can reach a proficiency rating of Expert, or if you're able to get permission for it – Mastery. Minor Skills are stuck reaching a ceiling of Adept, and cannot advance further than that without becoming a Major Skill. Bearing that in mind, the higher a specific skill is, the more likely you are to be lacking in other areas. Skills take [i]time[/i] to learn, and gain the experience and understanding necessary to achieve that recognition of mastery or expertise. Below is a useful list for what is and isn't appropriate. [hider=Proficiency Timetable] [list] [*] [b]Novice[/b] – 6 Months to 1 Year – Skills at this level aren't untrained, but you aren't exactly all that skilled either. Bladesmen at this level may not understand the nuances of more advanced techniques, but they certainly know enough to swing a blade correctly. [*] [b]Apprentice[/b] – 1 – 5 Years – At this level, you know enough to know what you don't know, but might be reckless enough to try something that's a little out of your comfort zone. Apprentice Bladesmen feel much more comfortable swinging a blade, and performing some advanced techniques, though they are not well-versed enough in the utilization of a blade as to challenge someone more well-versed in the art of the blade to a duel. [*] [b]Adept[/b] – 5 – 10 Years – On the cusp of true expertise, operating at this level of skill no longer brings with it a direct question of your abilities. Those less skilled than you are many, those more skilled are few, and many individuals at this rating will set themselves up as trainers in their particular skill. A Bladesman at this rating has spent many years practicing his skills both in the mustering yard and on the battlefield, he knows what techniques work in practice, and those that only work in theory. [*] [b]Expert[/b] – 10 – 20 Years – The jump from Adept to Expert is vast, and is often times something that is more agreed upon rather than officially stated. What separates an Expert from an Adept is typically the amount of time and the sheer amount of use that has been garnered through years practical and theoretical usage. Most individuals at this rating are well-renowned for being the best in their region at a specific task. A Bladesman at this rating may be well-renowned for their skill in the usage of the Blade, with very little being unknown to them but the most esoteric of skills and techniques. [*] [b]Mastery[/b] – 25 – 35+ Years – At this rating, you are one of the few in Tamriel who could be truly regarded as a master of a skill. The line between a Master of a skill and an Expert of a skill is even more blurred than the one between an Expert and an Adept. Masters of a skill are known among their peers as the best in the Province. A Bladesman at this level is well-known as the best in his province, and may even be known as a prodigy at his skillset, though they may not take on students that often, those who do typically form a long line of Masters of their skill. [*] [b]A Note on Masters and Experts:[/b] Typically speaking, those who are Experts or Masters in a skill are older than your average individual, primarily due to the time involved. If your character is 25-34 and you are requesting an Expert level skill, your character will be scrutinized more heavily due to their “prodigy” status, and those who are 35-49 with a Mastery rating will be scrutinized moreso, both for the Mastery and the Prodigy status. [*] [b]A Note on Magical and Physical Skills:[/b] There is a stark difference between Magical and Physical skills in the realm of Tamriel. Physical skills, while difficult to master, are significantly different than grasping the specifics of magical laws, as well as the practicum of magic itself. The manipulation of magic requires much longer to master and grasp than your typical physical skill. On that note, magical skills typically take the maximum amount of time to master.[/list][/hider] [hr] [h3]Equipment[/h3] As we all know, the Elder Scrolls universe has many different materials that equipment and materials are made out of. Below is a list of materials and their required level of explanation and wealth. [hider=Materials List] [list] [*] [color=lightgreen]Leather, Hide, Fur, Iron, and Steel[/color] – Materials that are abundant throughout Tamriel, and are generally available to all but the most destitute of peoples. Though they are abundant, weapons and armors made with these materials may still be of fine craftsmanship. [*] [color=darkgreen]Elven, Orcish[/color] – Made with more rare materials such as Moonstone and Malachite, Orcish and Elven smiths are known for their craftsmanship and quality, though for vastly different reasons. Elven crafts are known for their elegance, lightweight, and their price, while Orcish materials are known for being more function than form, made heavy and – in most cases – with little care for form, though they are still quite well-made. Weapons and Armors in this rating aren't exactly [i]uncommon[/i], but they do come with a higher price tag due to the quality of craftsmanship, and the rarity of materials involved in the manufacturing processes. [*] [color=orange]Dwemer[/color] – While more a specific class than a material, Dwemer (or Dwarven) armors and weapons are artifacts from the long abandoned ruins of the Dwemer civilization in Skyrim, Hammerfell, and Morrowind. New items in this class are typically not being manufactured, due to the loss of the knowledge on exactly [i]how[/i] to make the alloys utilized in their creation. The only way to make new items in this class is to melt down the scrap metal of a long-dead civilization into new ingots and manufacture new weapons and armors. Subsequently, weapons and armors in this category are not only rare, but also pricey. [*] [color=lightblue]Mithril and Adamantium[/color] – This particular class of material is rare, typically only found in the High Rock, Hammerfell, and Cyrodiil regions, but also extremely expensive. Mithril and Adamantine items are known for their extreme durability and light weight, but they are almost exclusively available to the ultra-wealthy of Tamriel. Profiles utilizing these materials will be subject to extreme amounts of scrutiny. [*] [color=blue]Stalhrim and Nordic Steel[/color] – Nordic Steel is less a [i]material[/i] and more a specific process of manufacture. Nordic Steel's production process is native to the isle of Solstheim, a trait shared by the material Stalhrim, and is noted for its ornate craftsmanship and sturdiness. Stalhrim, however, is a material only recorded to be found on Solstheim, and its refining process is something only known to the Skaal, the natives of Solstheim, who guard the secret of Stalhrim forging with a vicious zeal. Good luck getting Stalhrim-made gear. [*] [color=darkgreen]Ebony and Glass[/color] – The most rare, and expensive, materials on the whole of Tamriel. Ebony and Glass items are highly valued for their rarity, and as a result are often times more status symbol rather than practical weapon utilized for combat. When you do see them on the battlefield, however, they tend to be in the hands of the most wealthy, most skilled, or most influential members of the cadre, though those groups often times do not overlap. Access to these items is extremely limited, and good luck affording them. [*] [color=darkred]Daedric[/color] – Despite the recent end of the Oblivion Crisis, not everyone is marching around Tamriel with a Daedric weapon strapped to their back. Daedric weapons are deadly, yes, and often times extremely valuable, but they are also rare. The amount of power needed to keep something like that on the material plane is almost implausible for an individual to achieve. In addition, carrying something like that around would make you not only infamous, but a [i]target[/i] in a post-Oblivion Crisis world. Also, I'll scrutinize you. A lot. [*] [color=red]Artifacts, Daedric and Otherwise[/color] – These are your Goldbrands, Chillrends, Mehrunes Razors, and your Ebony Blades. That caliber of weapon is explicitly banned, with no exceptions. [*] [color=lightblue]Enchanted Items[/color] – Not explicitly banned, but certainly up for more scrutiny than other items. Enchantments are expensive, and while magical groups are more than willing to go through the work to make them, they aren't something that is exactly economical for the average individual.[/list][/hider] There's one thing to bare in mind: Materials are not a replacement for skill or luck. Let me say that again, [b]a weapon made out of ebony is not a replacement for skills or just sheer luck.[/b] You don't need Glass armor to be a master of light armor, or an ebony longsword to be a master of Blade. Materials may play a role in weapon maintenance and durability, but not necessarily in skill. So, don't feel the need to put yourself under stupid levels of scrutiny just for that ebony longsword. [hr] [h3]Races, Ages, and Religion[/h3] In the world of Tamriel, there are many races, though the still extant groups tend to boils down to four races of Elves (Mer), four races of Men, and two Beast races. While the specifics of each race will be listed in a list below (sorry), there is something to be said about the specifics of [b]Hybrids[/b] and [b]Age[/b] between the various races of Tamriel. All the races in Tamriel can interbreed, excluding the Argonians and the Khajiit. Humans can interbreed with Mer, and vice versa, however the spawn from this interbreeding will share the mother's specific race, but will inherit a degree of traits from their father's race. A perfect example of this is Agronak gro-Malog, the Grand Champion of the Arena circa the time of the Hero of Kvatch. While his mother was an orc, he inherited his pale complexion from his father – a vampire. Agronak is no the only individual who comes from an inter-species relationship, but he is certainly one of the most prominent examples. Secondly, there is the subject of age. Meric races live vastly longer than their human counterparts, and even the most long-lived Breton is but a mere blip on the radar to their Dunmeri counterpart. In the list below, there will also be a list of typical expected lifespans of the various races below, alongside the races and their native provinces. Finally, there is the subject of religion. In the world of Tamriel, religion is a particularly important hot button issue, the Auri-El-Akatosh issue, as well as the very nature of religious splits that led to the formation of entire new races within the plane of Tamriel entirely (such as the Dunmer), it's important that you at least make mention of who they pray to, or even pay lip service to religiously. [url=https://en.uesp.net/wiki/Lore:Gods]Here[/url] is a list of Gods and their associated pantheons, feel free to seek help on this. [hider=Races, Lifespans, and Home Provinces] [list] [*] Altmer – Summerset Isles – 300-700+ Years [*] Argonians – Black Marsh – 90-100 Years [*] Bosmer – Valenwood – 100-300 Years [*] Bretons – High Rock – 90-100 Years [*] Dunmer – Morrowind – 200-600+ Years [*] Imperials – Cyrodiil – 90-100 Years [*] Khajiit – Elsweyr – 80-90 Years [*] Nords – Skyrim – 100 Years [*] Orsimer (Orcs) – High Rock/Hammerfell/Skyrim Border – 50-60 Years [*] Redguards – Hammerfell – 100 Years[/list][/hider] [hr] [h3]Character Sheet[/h3] [code] [b]Name:[/b] [b]Age:[/b] [b]Race:[/b] [b]Appearance:[/b] [b]Personality:[/b] [b]Affiliations:[/b] (If applicable) [b]History:[/b] [b]Class:[/b] (If applicable] [b]Major Skills:[/b] [list] [*] Skill – Proficiency[/list] [b]Minor Skills:[/b] [list] [*]Skill – Proficiency (If applicable)[/list] [b]Spells:[/b] (Only for Spellcasters, Spells are correlated to Skill Proficiency) [list] [*] Spell – Spell Level[/list] [b]Equipment:[/b] [/code]