[center][IMG]https://cdn.discordapp.com/attachments/733468277384151042/793922900549828638/WGT--vots-35-percent.jpg[/IMG][/center] [I]I have exhausted all other options. Tamriel has bled for decades, and what prize is worth the cost of the countless lives thrown into maelstrom of battle? Kings, queens, warlords, all vying for the Ruby Throne. At least some have the decency to not pretend their reasons are altruistic. None want the throne to put an end to all these wars and to spare Tamriel from tyranny. I do, and I will. They say that history is written by the victor, and when I’m through, history will be whatever I decree it to be. Some might consider what I set out to do monstrous, but in the end, they will thank me for it. They simply will not know any better.[/I] [center][IMG]https://cdn.discordapp.com/attachments/733468277384151042/793925724787441674/fallen-crown33-percent.jpg[/IMG][/center] [hr] [center][img]https://fontmeme.com/permalink/210101/f50be816d704f51d51f865d3a1035588.png[/img] [b][i]By Invitation Only[/i][/b] [/center] [center][IMG]https://cdn.discordapp.com/attachments/733468277384151042/794377831642955776/The-Elder-Scrolls-Legends-Wallpaper-Forsworn-60.jpg[/IMG][/center] Welcome to The Elder Scrolls: Voice of the Sky, a story taking place roughly three decades after the events of Elder Scrolls Online and the beginning of the Three Banners War. This is the interregnum, a period with no Emperor and no stability, and before Tiber Septim rose to take the reigns of power and create the Septim Empire, an unlikely conqueror took the throne; the Witch-Emperor Raxus, a son of a Nibanese noblewoman who was shaped by Reachman culture. Having assembled a coalition of unlikely allies from disenfranchised corners of the world, Raxus has achieved stunning victory after stunning victory and has done what would have been unthinkable even a few short years ago; he has seized Imperial City and taken the Ruby Throne, outwitting and out-fighting the war-weary armies of Tamriel. Before the world could come to terms with these events, mysterious auroras begin to form in the sky, seen across the breadth of Tamriel, from Solstheim to Summerset, with the most intense displays over Cyrodiil. Soon the fighting begins to die down across the battlefields and word begins to spread about this new Empire, and for the first time in a generation, enemies are beginning to find seats at the table to discuss peace terms. Raxus becomes a name that is spoken of in almost reverent tones, and peace seems to be just over the horizon… although no one can exactly explain why. You are one of the characters who has witnessed these events unfold as either a soldier in one of the factions, a citizen trying to survive these dark times, or something in between and you are unaffected by whatever seems to have gripped the population of Tamriel. Your convictions are still your own, and Raxus is just another enemy or warlord to fight or be wary of, and although initially beautiful, the auroras have brought out something sinister. Voicing concern or protest has painted a target on your back and soon warriors garbed in a mixture of dragonbone and Akaviri armour apprehend you and your comrades in arms do nothing to stop this, some in fact cheering these warriors on. You fall unconscious and when you wake up once more, you are somewhere dark and hidden from the light, terrible screams are heard in the next room with blinding flashes of violet light, chained up alongside those you considered enemies. And now, they are your only hope of survival. [hr] [center][IMG]https://www.imperial-library.info/sites/default/files/cart_PGECombined.jpg[/IMG][/center] [list] - The year is 2E600 - It has been eighteen years since the Planemeld was stopped, ending Molag Bal's plans to merge Nirn with Coldharbour. This was due to the efforts of the reforged Five Companions, along with the combined aid of the Mages Guild and the Fighters Guild. -The Gray Host, a First Era army comprising of vampires, werewolves and witches, has been defeated after their invasion of Western Skyrim and the Reach. - The Dark Brotherhood is still finding its footing for all intents and purposes, mainly operating out of the Gold Coast and sanctuaries found as far as Black Marsh, but they have filled the void left by the Morag Tong’s fall from grace with ruthless efficiency and have achieved a presence across Tamriel to such a degree that many cannot remember a time before their rise to power. - The Fighters Guild and Mages Guild are still flourishing across Tamriel - Morag Tong is enjoying a resurgence of power after their initial fall from grace following the collapse of the Akaviri Potentate and the fallout that ensued. It has in recent years reintegrated into Dunmeri society and has proven to be a professional association that is seen as a necessary evil among the Great Houses. However, it still operates almost exclusively in Morrowind with the very seldom involvement outside of that province’s borders. - The Thieves Guild is alive and well in all parts of Tamriel, some chapters are doing better than others. [/list] [hider=Codex] [b]Nirn:[/b] The name of the planet [b] Tamriel:[/b] The continent which the provinces of Cyrodiil, Skyrim, High Rock, Hammerfall, Valenwood, the Summerset Isles, Elswyer, The Black Marsh, and Morrowind are located. [B] Provinces:[/B] [indent] [I] Cyrodiil:[/I] Heart of the Empire and homeland of the Imperials, it is a large province with a largely temperate climate that was ruled by the Alessian and Reman empires, as well as the Akaviri Potentates. Now, the Raxus Empire has conquered Imperial City and is currently expanding his influence. Cyrodiil is covered with ancient ruins of the Ayleids, the heartland elvish empire that had at first oppressed or enslaved man but was ultimately overthrown and annihilated. [I]Skyrim:[/I] The homeland of the Nords, and is a cold Northern climate of ice, mountains, and evergreen forests where the first men settled in Tamriel in the 1st age. Covered in Ancient human and Dwemer ruins, it is a harsh, old country where tradition is everything and the people are hard. It is divided into three distinct kingdoms; Western Skyrim, governed from Solitude, Eastern Skyrim, governed from Windhelm and a member of the Ebonheart Pact, and the Reach, which is independently ruled by Reachmen and is currently in fairly warm relations with the rest of Skyrim following the Grey Host invasion, provided their independence is not infringed. [I]Black Marsh (Argonia):[/I] The swamp and jungle-filled homeland of the Argonians, the Black Marsh is a land inhospitable to most other races due to the virulent diseases that flourish in its humid and moist climate of almost entirely uncharted and vegetation rich geography. It is a member of the Ebonheart Pact and is governed from Shadowfen. [I] High Rock:[/I] Home of the Bretons, High Rock is a land of mountains, plains, and mostly agreeable weather. The land is home to the oldest structure in Tamriel, rumoured to have been constructed by the aedra (Gods). The Bretons are a “mongrel” race that descended from Direnni elves and Nedic men and as such are a race of men with an affinity for magicka that almost rivals the Altmer. Having endured invasions by the Redguard, Aleids, Nords, and most notably the Orcs, High Rock had endured and become a highly unified province of well-regarded nobility, a trades based middle class, and peasantry. It is ruled by King Emeric and is the principle kingdom of the Daggerfall Covenant. The Easternmost region of Wrothgar has been ceded to the Orsimer and Orsinium is a stalwart member of the Covenant. [I]Hammerfell:[/I] The arid, mostly desert region with mountains and few grasslands is inhabited by the Redguard, a renown warrior culture that has thrived in this harsh climate. Caught between the conflicting ideas of the Crowns and Forebearers over the direction their kingdom should go, Hammerfell is nevertheless a member of the Daggerfall Covenant, having married into the alliance with High Rock with Queen Maraja having married King Emeric, and Hammerfell is ruled by King Fahara'jad. As members of the Covenant, they have set aside their ancient feud with the Orsimer. [I]Summerset Isles:[/I] A nation comprising of two major islands of Summerset and Auridon, it is the home of the Altmer and the principal member of the Aldmeri Dominion. It is a highly traditional and ancient culture that places a high emphasis on magicka and successful warlocks, sorcerers and other mages hold high stations of power, and their shores have produced some of the most powerful mages in all of Tamriel. It is a wondrous place unlike anywhere else in Tamriel, although traditionalist elements have fought against opening the borders to other races against the decree of Queen Ayrenn. [I]Valenwood:[/I] The densely forested, subtropical province that serves as the home of the Bosmer and as a show of unity, the capital of Grahtwood was made the capital of the Aldmeri Dominion. It is diverse, with geography ranging from beautiful coastal land to thick rainforests to swampland. The Bosmer live in harmony with the natural environment due to their strict adherence to the Green Pact, and their cities exist on giant migratory trees called Falinesti. They have established embassies for their Altmer and Khajiit allies, and despite the widely different cultures and perspectives, it has remained a stable and devoted alliance between people that largely celebrate their differences. [I]Elsweyr:[/I] A diverse homeland that is home to the Khajiit, split into a confederacy of Pellitine (Southern half) and Anequina (Northern half). It holds some of the most ancient cities in Tamriel, and ranges from desert badlands and dry plains to the North, to subtropical forests in the South. The Khajiit follow the Mane, their spiritual leader, of which only one can be born at a time under how the lunar lattice works. Their government is ruled over by Queen Khamira, a descendant of Anequina herself, and Khajiit often serve proudly as warriors, thieves, and spies for the Aldmeri Dominion. The kingdom was ravaged by a rage of dragons that have largely been dealt with and pandemics such as the Khenatian flu, but they have emerged as a stronger people who have a diverse population that includes a significant demographic of loyal Imperials and the resettled ancestors of the Akaviri who had ruled not so long ago. [I]Morrowind:[/I] The homeland of the Dunmer, it is a land dominated by a large main island with a massive active volcano called the Red Mountain, producing flora and fauna that is shaped and twisted by the ash of the Red Mountain, and the landscape can appear alien at times to visitors. Morrowind is ruled over by the Tribunal of Almalexia, Vivec, and Sotha Sil and house the political capital of the Ebonheart Pact. Morrowind is politically divided into the Great Houses of Indoril, Redoran, Hlaalu, Dres, and Telvanni. House Telvanni is distinct as it is the only Great House that is not a member of the Pact and has adopted fairly isolationist policies to preserve their traditions and decrees. [/indent] [center][img]https://www.legends-decks.com/img_news/09_2016_card_art.jpg[/img][/center] [B]Races:[/B] [i]Imperials:[/i] The olive skinned, cosmopolitan people that make up the natives of Cyrodiil and are the race of which each Emperor has descended from. They have an incredible talent for diplomacy and have proven to be exceptionally professional soldiers and merchants, carving empires from the ruins of oppression. They are an impressive race whose members can be found in just about any walk of life, profession, and discipline. [i]Altmer:[/i] The golden skinned high-elves are the tallest race in Tamriel. They aren’t as physically powerful as other races and aren’t nearly as agile or fast as their bosmer cousins, but they command magicka unlike any other race, and are capable of regenerating it very quickly. They are often the most powerful spell casters to be found, and are very formidable mages. They are oftentimes elitist and xenophobic, and look down on other races believing in elven superiority. [i]Nord:[/i] The fair skinned and haired people of Skyrim, they are strong, powerful people who have a love for fighting, drinking, and song. They are unmatched navigators of the seas, and are generally very devout people. Life is harsh for a nord, and they have a strong belief in doing things without waiting, as you may die tomorrow. They are physically the strongest race, matched only by the orcs, and have a legendary tolerance against the cold. Their battle cry is terrifying to behold, and their blood lust in combat is legendary. [i]Reachmen:[/i] A wild and free folk who call the Reach their home and have no ambitions beyond that, the Reach is a beautiful and untamed place that is covered in Dwarven ruins and is only loosely governed by ard Caddach in Markarth. They are people who embrace the Old Spirits, which other cultures know as Daedra, and have a life defined by their relationship with nature and the land and the hardships they endure. They are comprised of many different tribes with different ambitions, goals, and ways of life, with some being more open to outsiders than others, they have had a long animosity with the Nords and Orsimer, but with the world having endured years of war and the Planemeld, as well as their own invasion by an army of werewolves and vampires, the Reach is finally settling down as a place that seeks peace with its neighbours, provided outsiders leave them be. [i]Argonians:[/i] The lizard people of Black Marsh are curious as they are nearly immune to disease due to their nearly inhospitable homeland, are able to breathe underwater, and can recover from physical wounds quickly. They are quick, stealthy people and often find themselves caught up in the wars of others, such as when the Alyeids invaded and their ancestral struggles against the Dunmeri slavers. Now independent and members of the Ebonheart Pact, the Argonians have been enjoying a period of stability where their culture is thriving and their enemies are faced down with allies. [i] Bosmer:[/i] The wood-elves of Valenwood are unsurpassed archers and hunters, and while they are smaller in frame than other races, they make up for it in speed and dexterity. They are very in tune with their environment, and are able to speak to animals. This is often used to help with labour, defence, or in many cases, to get wildlife to attack an enemy. [i] Khajiit: [/i]The cat people of Elswyer, the form a khajiit assumes depends on the positioning and phase of the two moons of Nirn, Masser and Secunda. Many of the khajiit that are encountered outside of Elswyer are Suthay-Raht variety (See: http://www.imperial-library.info/con...ases-and-forms). Khajiit are all able to see in the dark and have sharp, vicious claws that they often use for fighting, even in place of weapons and are a very stealthy race. They often find themselves marginalized by society outside of Elswyer, and as such find themselves as thieves, assassins, and other criminals. [i]Dunmer:[/i] The Dark elves of Morrowind have dark grey to green coloured skin and red eyes, and much more severe appearances than their altmer and bosmer cousins. They are ferocious fighters and have an aptitude for destruction magic. They believe they came into being from a curse from Azura, and they have a strong connection to their ancestors, which may come to their aid as a spirit. They are very versatile and while they are rumoured to be ill favoured by luck and are often discriminated against, they are a resilient and severe people. [i]Breton:[/i] Bretons are the fair-skinned, average magicka adept people of High Rock. They have an aptitude towards spell casting and are very intelligent people, capable of grasping new concepts quickly and mastering even the most complicated spells with relative ease. Only an altmer can put up an argument for being a better spell caster, but Bretons aren’t nearly as frail as the altmer and are capable of withstanding spells cast against them much easier. [i]Redguard:[/i] The dark-skinned desert people of Hammerfell, they are conditioned by a harsh climate and a warrior’s culture. Redguard are among the best swordsmen in Tamriel and are capable of incredible feats of endurance, favouring bladed weapons that are quick and light. They are fierce and independent, and usually aren’t suited for life as a rank and file soldier. They can take a great deal of punishment, but are sure to deal it back much worse. There are no better naturally talented people in Tamriel when it comes to weapons mastery. [i]Orsimer (Orcs):[/i] The sophisticated barbarian peoples of the mountains, orcs are prized for their skills as armourers as well as heavy soldiers in the Imperial ranks. Interestingly, the Orcs are actually relatives to the elves. They have a strict tribal nature and often stick to their clans, although many leave to see the world and employ their skills where they feel they can make the most of them, although they are not always welcome back by their tribes once they leave. They rival the Nords in size, have green shades of skin, corse black hair, and carry heavy weapons and armour with ease. They are unshakably brave and are famous for enduring hardships, and while they were initially feared and hated across Tamriel, they had earned acceptance amongst the Empire and are considered some of the finest soldiers and warriors in the continent. [b] Other:[/b] [i]Dragons:[/i] Once thought to be mythical creatures, dragons returned to Elsweyr after Imperial Grand Chancellor Abnur Tharn unwittingly released them from their confinement. While their leaders have been slain by the reemergent Dragonguard and other factions, a few still roam Tamriel’s wilds, an exceedingly rare but exceptionally dangerous encounter, to be sure. [i]Nightmother:[/i] The long dead spiritual leader of the Dark Brotherhood, the Night Mother is now nothing more than a well preserved corpse that is capable of communicating to the ‘Listener’ of the Dark Brotherhood, the only person alive that can hear her speak. She hears the ‘Prayers’ of those who perform the Black Sacrament to enlist the services of the Brotherhood, and relays this information to the Listener, who is the de facto leader of the Brotherhood. [i]Dwemer:[/i] While technically elves, the dwemer are best known as dwarves. Long extinct, they were centuries ahead of their time and created masterful and advanced machines that still function to this day, including automated robot warriors, spiders, and other contraptions that still roam their ruins as if their masters were still alive. They enslaved the falmer and paid for it with their lives when the falmer uprising happened. The Dwemer mysteriously disappeared at the Battle of Red Mountain in the 1st era against the Chimer, and their disappearance has been a mystery to all ever since. [i]Falmer:[/i] Formerly a race known as Snow Elves who were forced into slavery by the dwemmer for centuries, eventually rebelling against their former masters after being twisted into a twisted, blind, and hateful race. They are found underground, and often around dwemer ruins. They hate surface dwellers and will kill or capture any who dare venture into their domains in the deep. [/hider] [hr] [center][url=https://fontmeme.com/guild-wars-2-font/][img]https://fontmeme.com/permalink/171017/d8bb5a678b3950504c0589e302e2bc0c.png[/img][/url][/center] [indent] [color=fff200]1.[/color] No Godmodding or power gaming of any kind. We're telling a story, not having a competition. Not to say you can't do awesome things when it comes around time for combat, but know your limitations. This includes self-insert characters, backstories that are designed to give the character access to abilities, skills, and equipment that would be considered an unfair or overpowered advantage, autokilling NPCs during fights with virtually no effort put into it, taking on a room full of people single handedly, meta gaming, trying to have everyone treat your character like they’re something unique and special, your character knowing things they shouldn’t, et cetera. The goal here is believable characters. [color=fff200]2.[/color] The writing standard is typical Advanced. Read what you wrote over before you post, and ensure you have acceptable spelling and grammar. That said, I'm not a perfectionist, and mistakes are made by everyone. Just make an honest effort and we'll get along just fine. As long as you are routinely able to write multiple detailed paragraphs and keep pace with the roleplay, everything should be fine. If you are only comfortable with one-liners or short paragraph replies, this is likely going to be overwhelming and outside of your comfort zone. For the sake of preventing friction, the GMs will be looking for players of similar writing skill and experience. [color=fff200]3.[/color] No speed posting. This means give other people a chance to post before you do. There won't be a strict posting order, but if I notice the same two people posting back and forward in a short time span without giving others involved in that group or conversation or whatever a chance to reply, I will not be happy. If you have characters involved in a conversation, consider opening up a Gdocs pad and doing collaborations; that will be done quite a lot in this RP so be prepared for that. [color=fff200]4.[/color] If you are going to be absent for any length of time, please let me know. I’m not going to kill your character or kick you to the curb because stuff came up. Real life comes first, but that said, do try to be fairly active. Your character will be controlled by a GM until you return. If you vanish without a word for more than 14 days, you will be removed from the game and your characters written off or killed. Consider this your only warning. [color=fff200]5.[/color] If you disagree with the contents of someone's posts, don't turn the OOC into some horrible flame fest. We're all hopefully mature enough to settle disagreements through logical discourse. If things start to go into flame war territory, I will warn the players. Failure to STFU will lead to your banishment from this RP. We’re here to have fun, not get in mud-slinging fights. [color=fff200]6.[/color] If you want to do something, and you aren't sure, ask in the OOC so it can be discussed. Or, if you want it to be a surprise, PM the GMs. If it's a good idea, we'll work it into the plot. I like to encourage creativity and think that all good RPs involve ideas from all their players. Sometimes this leads to amazing subplots and character development. [color=fff200]7.[/color] If you have questions or ideas for events, PM the GMs. Your input will help keep you not only invested, but it’ll give the GMs more fuel to work with for upcoming encounters and plot lines in the RP. Remember, it’s your story too! It’s important that your character is an important part of it, and players feel that they have agency and aren’t just along for the ride. [color=fff200]8.[/color] If you feel the need to start a romance between characters, that's cool. This isn't exactly a rated role play, and it’s bound to happen. I personally like to graphically describe violence and swear quite a bit, but if you feel the need to indulge in smut, please take that stuff to PM. 4 pages of graphic sex isn't going to save the world; it'll just cause everyone else to feel really awkward and need a cold shower afterwards. It is known. [color=fff200]9.[/color] The GMs may choose to do background checks to find out if you’re reliable and generally write at an acceptable quality, so beware that even if your character sheet is outstanding, if the GMs discover you’re argumentative, write at an unacceptable level, go AWOL frequently, power game, and so on, there’s a good chance you WILL NOT be accepted. [/indent] [center][url=https://fontmeme.com/guild-wars-2-font/][img]https://fontmeme.com/permalink/171017/f071b355b19e599fc0cf88f67810db3d.png[/img][/url][/center] [indent][color=00aeef] -Common Materials: [/color] Crafted and obtained in abundance, the vast majority of equipment won’t need justification to possess, such as iron, steel, leathers, and so on. [color=00aeef]-Dwemer, or 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=00aeef]-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. Chances 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 and specialized material that holds significant importance for the Skall and as such almost certainly will not be in possession of the player characters. [color=00aeef]-Ayleid/Akaviri:[/color] The Akaviri Potentate ended only a few decades prior and the last Akaviri invasion that had forged the Ebonheart Pact had only formed 3 decades ago, there are Akaviri bits of gear still fairly readily available, albeit in various condition and quantities. It has been decades of war at this point, and stockpiles of equipment aren’t likely to stay untouched for long. [color=00aeef]-Falmer and Reach:[/color] Both sets of gear are crude but effective, being formed from the remains of animals and fashioned into weapons and armour. While the vast majority of people wouldn’t even know of the existence of the Falmer, let alone encounter them, the Reach is currently ruled by Reachmen; trade with some tribes is possible. [color=0072bc]-Glass and Ebony:[/color] Both of these are high-end, expensive, and extremely well made weapons and armour 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, although the Buoyant Armigers of Vivec also use a variation of volcanic glass in their designs that are similar to the Aldmeri glass craftsmanship. While possible to possess equipment from these kinds of materials, please justify it in your backstory. [color=ed1c24]-Dragon:[/color] The reemergence of Dragons in Elsweyr was brief over 28 years ago, and they have not been seen in Skyrim for thousands of years. The remains of dragons are exceptionally rare, you likely will never come into contact with this material. For the purposes of this roleplay, this is off limits. [color=ed1c24]-Daedric:[/color] As the Amulet of Kings still remains, Daedric incursions are still few and far between. Princes have to work through mortal intermediaries to have access to Mundus. While plenty of Dremora, Xivkyn, and other species of Daedra did come through and were killed in significant numbers during the Planemeld, there is still a massive stigma against these sorts of materials. For the purposes of the roleplay, this is off limits. [color=00aeef]Any enchantments:[/color] Possible, but you'll need to find the soul gems to charge them. You will need to be or find an enchanter to have your gear enchanted. [color=ed1c24]-Daedric artifacts: [b][i]No. Just no.[/i][/b][/color] [/indent] [hr] [center][url=https://fontmeme.com/guild-wars-2-font/][img]https://fontmeme.com/permalink/171017/24c42b70bb68512a17602058bf0dc7b1.png[/img][/url][/center] [color=f7941d]1.[/color] You can only carry 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 armour, 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 inventory. [color=f7941d]2. [/color]No matter how strong, talented, and experienced your character is, you're still only mortal. If you're running into 15 bandits, your odds don't look good. A troll is going to be the fight of your life. Herd of mammoths? Run like hell. You sustain injuries; you may die if you encounter a situation that is suicidal. [color=f7941d]3. [/color]Potions 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. [color=f7941d]4.[/color] Scrolls take time to read, so if you're reading one in combat to cast something, make sure you have someone watching your back and there isn't a group of Minotaurs looking to rip your arm off ten feet away. [color=f7941d]7.[/color] Damage 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 impossible ways. People also aren’t going to die of an infection from a blade wound after three days of sickness or something. Point is, your character is mortal and will be taking wounds in combat. [color=f7941d]8.[/color] Keep in mind that whatever weapons and armour you do have does not reflect how well your character is going to do in a fight or survive, so don’t doctor a CS around trying to make sure that they’re the best equipped person in the game so you have a combat advantage. There’s going to be tough-as-nails bandits out there running around in fur armour and iron weapons who’ve killed more people than your character has ever met who will not care if your character is decked out in full ebony armour, a shield, and a longsword. He’s light and fast, you’re low and heavy, and experience trumps expensive weapons and armour almost every time. Try to give your character equipment that makes sense for who they are and what they’ve been through. [color=f7941d]9.[/color] Weapons 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 reign to try to put something that is high-fantasy or just ridiculous into the game. Do try to keep things lore appropriate where possible, as well. [color=f7941d]10.[/color] To keep things simple, we will not be permitting werewolf, necromancer or vampire characters. It’s an extra layer of scrutiny to go through when reviewing character submissions, and there’s always a concern that players just want the conditions for the powers/ badass factor rather than for narrative purposes, as well as it complicates group dynamics because realistically, a character with said conditions would show symptoms sooner or later and likely be attacked before long because of it. [color=f7941d]11.[/color] If you are trying to omit something in your character sheet saying that it will ‘be revealed later in the RP’ or just generally want to keep it a surprise, GMs need to be notified of the idea for approval and may be able to help incorporate ideas into the game. [color=f7941d]12.[/color] Don’t have your characters have close personal relationships with canon characters. It’s one thing to say you served under King Emeric, but we don’t want to hear about how you were lovers or poker buddies or something. We aren’t fans of shrinking the world and since people tend to have their own personal ideas of what these characters are like, we’re keeping any canon NPCs firmly under GM lock and key. [hr] [center][url=https://fontmeme.com/guild-wars-2-font/][img]https://fontmeme.com/permalink/171015/98a805f764a355d2970c63efcb5a8c10.png[/img][/url] [IMG]https://esosslfiles-a.akamaihd.net/cms/2016/01/3973b3075e27bbdf6731462824952b6b.jpg[/IMG][/center] [noparse][B]Name:[/B] [B]Race:[/B] [B]Sex:[/B] [B]Age:[/B] [B]Family Origins:[/B] [B]Appearance:[/B] [B]Equipment:[/B] [B]Misc. Possessions:[/B] [B]Family and Associations:[/B] [B]Favoured Skills:[/B] [Indent][B]Spell List:[/B][/Indent] [B]History:[/B] [B]Personality:[/B][/noparse] Name: Character's name and any alias they may go by Race: What race they are (Altmer, Argonian, Bosmer, Breton, Dunmer, Imperial, Khajiit, Nord, Orsimer, or Redguard.) Age: How old your character is. Age brings wisdom, youth brings strength and energy. Keep in mind elves tend to have longer lifespans than men and beast races but all races mature at a fairly similar rate. Queen Ayrenn, for instance, was 28 years old when the Three Banners War began, and as an Altmer she can expect to live a natural life of many centuries. She is 46 as of 2E600. Family Origins: Where was your character born and raised? This may affect their cultural outlook. It can be anywhere in Tamriel, just bear in mind that, for example, a Cyrodiillic cosmopolitan orc will have a different culture and mentality than a Skyrim stronghold orc, or a Summerset Islands born and raised Altmer may hold different values than one who was born and raised in Morrowind. Appearance: A detailed description of what your character looks like and a picture, if possible. The more people have to reference, the better if is for role playing purposes. Please try to find realistic or semi-realistic portraits for your character. Equipment: Weapons and armour. As you fill this out, ask yourself, if you were your character, would you be able to carry all of this stuff? More stuff= more encumbered. Less stuff= less encumbered, but less resources at your disposal. Misc. Possessions: Things like lock picks, food, smithing materials, scrolls, potions. The weight thing applies as well. Doesn’t necessarily have to be things from the games. Favored Skills: This section gets a bit more complicated. Using the main skills of the game (two handed, smithing, destruction, illusion, lock picking, pick pocketing, shield, et cetera) things are rated by proficiency. You may have 1 highly proficient skill, 3 moderately proficient skills, and 3 somewhat proficient skills. You may, however, move up a class at the expense of another skill of the level below it (e.g. you pick 1 highly proficient at the cost of 2 moderately proficient). Likewise, you can gain more skills if you downgrade a skill (1 moderately proficient becomes two somewhat proficient, for example). Explain why your character is good at each skill in a brief sentence. [SPECIAL NOTE FOR MAGES: For a quick understanding, Highly Proficient skills are equivalent of expert level spells, Moderately Proficient is Adept Level Spells, and Somewhat Proficient is Apprentice level. Keep that in mind when playing your character and picking your proficiencies. Please stick to spells you see in the games, but I’m not against combining some of them if it makes sense, but keep in mind your character would have to be exceptionally talented to do so. Run spell ideas by the GM if you aren’t sure for approval, but if you see it in the games, you should be okay.] Spell list: Highly Proficient is 4 spells from that school, Moderately Proficient is 3 spells from that skill, Somewhat Proficient is 2 spells from that school. History: Explain your character's back story, how they came to be who they are, and so on. Please make this fairly detailed as it really fleshes out who your character is supposed to be. This also will help determine if I think your writing quality is satisfactory for Advanced requirements. Be sure to include things like upbringing, important people in their lives, how they came into possession of their skills and equipment, where they’ve been and what they’ve experienced, and how historical events in their lifetime may have affected them, if applicable. Should be several good paragraphs in length, don’t be afraid to go crazy on this. It won’t be what’s expected for your usual posts, but the more information you have here the better you can play your character and the better invested you’ll be in the RP if you spent a good amount of time working on a character sheet instead of crapping one out in half an hour and expecting to care for your character with a two paragraph bio. Personality: Explain what your character's personality is like, including quirks, faults, and so on. Nuance goes a long way; the goal is to make someone believable and relatable, not a flawless little diamond in the rough.