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SunAndSpring
Dec 4, 2013

The Backstory
The island of Vvardenfell sits in the dead center of the Imperial Province of Morrowind, the home of the surly and ashen-skinned Dark Elves. No free outlander has ever been permitted to walk upon the holy soil of Vvardenfell since the Second Era, when Tiber Septim incorporated Morrowind into the Empire. Only the proud Great Houses, the pious Tribunal Temple, and the nomadic Ashlanders inhabited the volcanic island until 3E 414. Pressure from Imperial businesses interested in the Ebony and Malachite deposits speculated to be in numerous quantity on the island forced King Llethan of Morrowind to declare null and void the restrictions of travel to the island. From the west of the Velothi Mountains came an onslaught of traders, entrepreneurs, settlers, and mercenaries, rushing to be the first to profit from the untouched lands of Vvardenfell.

It has been twelve years since then. The settling of Vvardenfell has not gone as well as the west had hoped. The Great Houses resist Imperial influence with the exception of the mercantile House Hlaalu. The Tribunal Temple bitterly fights for the faith of its people with the Imperial Cult of the Nine Divines. A racist criminal syndicate known as the Cammona Tong has sprung up, attacking outlanders and breaking Imperial law through smuggling of illegal narcotics and Dwemer artifacts. Ashlander tribes come out of their blasted wastelands to raid Imperial citizens for supplies. Abolitionists secret slaves away from their Dark Elf masters. Monsters not like any seen in the western provinces stalk the outskirts of towns. And finally, the cursed volcano of Red Mountain burns steadily, emitting a cursed ash that is contained by the Great Ghostgate, at least for now.

But, for the average adventurer, this is a land of ripe opportunity. All of these problems need solved, and for the right amount of coin, you're just the ones to do the job. Are you a bad enough fetcher to save the people of Morrowind?

The Rules

This will be a 13th Age PbP. I'll be taking up to 5 players. Most things will be as they are in the corebook. Use the standard 28 points to buy your stats. However, some things are different according to the setting of The Elder Scrolls. The races of Morrowind differ slightly from the standard setting, and the Icons of 13th Age do not match up at all. So, the Icons will be replaced with the Factions of Morrowind. This will roughly fulfill the same purpose that Icons serve in the base game. I'll provide a list of Factions you can join up with or can expect to meet, as well as the racial traits and bonuses you may have. Most of the races are either reskinned base races or taken from the Vault, so it shouldn't be too hard to adjust. You can use backgrounds to emulate things such as the Nord's resistance to cold or the Argonian's skill at swimming.

And no, your One Unique Thing can not be that your character has unlocked the mysteries of CHIM.

Resources

Would you like to know more of the lore of Morrowind and the other provinces of Tamriel? These sites will help you out.
The Unofficial Elder Scrolls Pages is a fan-made wiki and contains short summaries of lore.
The Imperial Library is a site that goes a little more in-depth into the lore and backstory of TES

The Races

High Elves
    +2 Int OR +2 Cha
    Highblood Teleport (Racial Power)
    Once per battle as a move action, place yourself in a nearby location you can see.
    Champion Feat: Deal damage equal to twice your level to one enemy engaged with you before or after you teleport.
    Adventurer Tier Elf Feat (Heritage of the Sword): If you can already use swords that deal d6 and d8 damage without attack penalties, you gain a +2 damage bonus with them. Otherwise, if your class would ordinarily have an attack penalty with such swords, you can now use them without penalties.
The Altmer, or self-titled "Cultured People", are a tall, golden-skinned race, hailing from Summerset Isle. They are also known as High Elves by the other denizens of Tamriel, and Salache by the Ayleids. In the Empire, "High" is often understood to mean proud or snobbish, and as the Altmer generally personify these characteristics, the "lesser races" generally resent them. Altmer consider themselves to be the most civilized culture of Tamriel; the common tongue of the continent is based on Altmer speech and writing, and most of the Empire's arts, crafts, laws, and sciences are derived from Altmer traditions. However, the Altmer's self-assurance of superiority has rarely translated to a position of dominance over mainland Tamriel.


Argonians
    +2 Dex OR +2 Int
    Amphibious: Argonians can breathe underwater indefinitely.
    Nifty Footwork (Racial Power)
    When you miss with a melee attack you can pop free from the target as a free action. If you choose not to pop free you may add your Intelligence or Dexterity modifier to the damage of your next attack against this target.
    Champion Feat: You can now also pop free from an enemy you’re engaged with as a free action when that enemy’s attack misses you. If you choose not to do so you may add 2x your Intelligence or Dexterity modifier to the next miss damage that you do this battle.
    Argonian Name: You must spend at least 1 of your background points on an Argonian name. This name is a rendering of your true name into Tamrielic, and is given to you on your Naming Day in recognition of your achievements, your personality traits, your deeds or failures, or your physical appearance. For instance, an Argonian who was known to be fond of writing poems might be known as Writes-Many-Words, and another with a red scale pattern on his throat may simply be called Red-Throat. Mechanically, this works like any other background.
    Argonian Adventurer Feat (Guerrilla Tactics): Your missed attack was actually a clever ruse to maneuver your target into a hazard — you do 2x miss damage. If your attack normally has no miss damage, it does 2 miss damage.
    Champion Feat: Your target is also dazed until the end of their next turn.
Argonians are the little-understood reptilian denizens of Black Marsh. Years of defending their borders have made the Argonians experts in guerrilla warfare, and their natural abilities make them equally at home in water and on land. They have developed natural immunities to the diseases and poisons that have doomed many would-be explorers and conquerors of the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know, yet they are fiercely loyal, and will fight to the death for those they have named as friends.


Wood Elves
    +2 Dex OR +2 Wis
    Elven Grace (Racial Power)
    At the start of each of your turns, roll a die to see if you get an extra standard action. If your roll is equal to or lower than the escalation die, you get an extra standard action that turn. At the start of battle, you roll a d6. Each time you successfully gain an extra action, the size of the die you roll increases by one step on the following progression: (d4), d6, d8, d10, d12, d20. If you get an extra action after rolling a d20, you can’t get any more extra actions that battle.
    Champion Feat: Once per day, start a battle rolling a d4 for elven grace instead of a d6.
    Adventurer Tier Wood Elf Feat (Heritage of the Bow): If you can already use bows that deal d6 and d8 damage without attack penalties, you gain a +2 damage bonus with them. Otherwise, if your class would ordinarily have an attack penalty with such bows, you can now use them without penalties.
The Bosmer are the Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often referred to as Wood Elves, but Bosmer, Boiche, or the Tree-Sap people. Bosmer rejected the stiff, formal traditions of Aldmeri high culture, preferring a more romantic, simple existence in harmony with the land, its wild beauty and wild creatures. They are relatively nimble and quick in body and wit compared to their more "civilized" Elven cousins, making them well-suited for a variety of professions, including scouts, thieves, traders and scholars. The best archers in all of Tamriel, the Bosmer snatch and fire arrows in one continuous motion; they are even rumored to have invented the bow. They have many natural and unique abilities; notably, they can command simple-minded creatures and have a nearly chameleon-like ability to hide in forested areas. As part of their Green Pact they are religiously carnivorous and cannibalistic; they do not harm the vegetation of Valenwood, though they are not averse to using wooden or plant-derived products created by others.


Bretons
    +2 Dex OR +2 Int
    Confounding (Racial Power)
    Once per battle, when you roll a natural 16+ with an attack, you can also daze the target until the end of your next turn.
    Champion Feat: Instead of being dazed, the target of your confounding ability is weakened until the end of your next turn.
    Minor Illusions (Racial Power)
    As a standard action, at-will, you can create a strong smell or a sound nearby. Nearby creatures that fail a normal save notice the smell or sound. Creatures that make the save may notice it but recognize it as not exactly real.
Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. They are united in culture and language, even though they are divided politically, for High Rock is a fractious region. Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms that compete for power. Many are capable mages with innate resistance to magicka. They are known for a proficiency in abstract thinking and unique customs. Bretons appear, by and large, much like other pale-skinned humans. They are usually slight of build and not as muscular as Nords or Redguards. Their Elvish ancestry is usually only detectable upon a closer inspection of their eyebrows, ears, or high cheekbones, though many individual Bretons appear to be more Nordic or Imperial than anything else. The great diversity in their appearance is to be expected from their politically fractured society, though their clothes, accents, customs and names are fairly uniform.


Dark Elves
    +2 Dex OR +2 Cha
    Cruel (Racial Power)
    Once per battle, deal ongoing damage to a target you hit with a natural even attack roll as a free action. The ongoing damage equals 5 times your level. (For example, at 3rd level you would deal 15 ongoing damage against a single target.) As usual, a normal save (11+) ends the damage. A critical hit doesn’t double this ongoing damage.
    Champion Feat: Once per day, you can instead use cruel to deal 5 ongoing damage per level against a target you have missed or had a natural odd attack roll against. (Yes, you could even deal the ongoing damage with a natural 1; you’re that cruel.)
    Adventurer Tier Elf Feat (Heritage of the Sword): If you can already use swords that deal d6 and d8 damage without attack penalties, you gain a +2 damage bonus with them. Otherwise, if your class would ordinarily have an attack penalty with such swords, you can now use them without penalties.
The Dunmer, also known as Dark Elves, or Moriche in the Ayleid tongue, are the ash-skinned, red-eyed, Elven peoples of the Eastern Empire. "Dark" is commonly understood as meaning such characteristics as "dark-skinned", "gloomy", "ill-favored by fate" and so on. The Dunmer and their national identity, however, embrace these various connotations with enthusiasm. In the Empire, "Dark Elf" is the common usage, but among their Aldmeri brethren they are called "Dunmer". Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skill with a balanced integration of the sword, the bow and destruction magic. In character, they are grim, aloof, and reserved, as well as distrusting and disdainful of other races.


Imperial
    +2 any ability score
    Bonus Feat: At 1st level, human PCs start with two feats instead of one.
    Quick to Fight (Racial Power)
    At the start of each battle, roll initiative twice and choose the result you want.
    Champion Feat: If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to 1 since it’s the start of the battle).
Known as Cyrodiils, Cyrodilics or Cyro-Nordics before the time of Talos, the well-educated and well-spoken Imperials are the natives of the civilized, cosmopolitan province of Cyrodiil. Imperials are also known for the discipline and training of their citizen armies, and their respect for the rule of law. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races and erect the monument to peace and prosperity that comprises the Glorious Empire. Their hegemony has waxed and waned throughout the eras, and most historians refer to three distinct Empires, the ends of which each mark a new epoch in Tamrielic history.


Khajiit
    +2 Con OR +2 Dex
    Clawed: Khajiit may use their Claws as a One-Handed Melee Weapon. Claws count as Daggers for the Rogue class.
    Evasive (Racial Power)
    Once per battle, force an enemy that hits you with an attack to reroll the attack with a –2 penalty.
    Champion Feat: The enemy’s reroll when you use evasive takes a –5 penalty instead.
The Khajiit of Elsweyr can vary in appearance from nearly Elven to the cathay-raht "jaguar men" to the great Senche-Tiger. The most common breed found in Morrowind, the suthay-raht, is intelligent, quick, and agile. Khajiit of all breeds have a weakness for sweets, especially the drug known as skooma. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics ability.


Nord
    +2 Con OR +2 Wis
    That’s Your Best Shot? (Racial Power)
    Once per battle as a free action after you have been hit by an enemy attack, you can heal using a recovery. If the escalation die is less than 2, you only get half the usual healing from the recovery. Unlike other recoveries that might allow you to take an average result, you have to roll this one! Note that you can’t use this ability if the attack drops you to 0 hp or below. You’ve got to be on your feet to sneer at their attack and recover.
    Champion Feat: If the escalation die is 2+ when you use that’s your best shot, the recovery is free.
The Nords are the children of the sky, a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and magical frost. They are fierce, strong and enthusiastic warriors, and many become renowned warriors, soldiers and mercenaries all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare, and are known as a militant people by their neighbors. Nords are also natural seamen, and have benefited from nautical trade since their first migrations from Atmora. They captain and crew many merchant fleets, and may be found all along the coasts of Tamriel.


Orcs
    +2 Str OR +2 Con
    Never Say Die (Racial Power)
    Whenever you drop to 0 hp or below, roll a normal save if you have a recovery available. On an 11+, instead of falling unconscious, you stay on your feet and can heal using a recovery. Add the recovery hit points to 0 hp to determine your hp total.
    Champion Feat: If you roll a 16+ on your never say die save, you gain an additional standard action during your next turn.
Orcs, also called Orsimer or "Pariah Folk" in ancient times, are sophisticated, beastlike people of the Wrothgarian Mountains, Dragontail Mountains, and Orsinium (literally translated as "Orc-Town"). They are noted for their unshakable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, and were often considered to be goblin-ken. However, they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire, and are fearsome when using their berserker rage. Most Imperial citizens regard the Orc society as rough and cruel. The Orcs of the Iliac Bay region have developed their own language, known as Orcish, and have often had their own kingdom, Orsinium.


Redguards
    +2 Str OR +2 Dex
    Lethal (Racial Power)
    Once per battle, reroll a melee attack and use the roll you prefer as the result.
    Champion Feat: If the lethal attack reroll is a natural 16+, you can use lethal again later this battle.
The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions, resistance to poison, and quickness of foot. Redguards do not share the same blood as the other human races, and they have no known connection with the ancestral Nordic homeland of Atmora.

SunAndSpring fucked around with this message at 18:12 on Jun 30, 2014

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SunAndSpring
Dec 4, 2013
The Factions

Ashlanders

Quote: "Walk far and fast, outlander. You are unarmed, and that is the only thing that is keeping me from taking your life for this insult towards my tribe."
Usual Location: Tribes can be found in the Ashlands, Azura's Coast region, the Grazelands, and Molag Amur. The tribes often pack up their yurts and migrate to better chase food sources or avoid danger.
Common Knowledge: The Ashlanders dwell in the harshest parts of Morrowind, where the ash from the Red Mountain falls heaviest. These Dunmer reject the Tribunal Temple of their brethren, and worship their ancestors above all else. They believe that Indoril Nerevar, the first person to unite all tribes and Houses of the Dunmer, was murdered and betrayed by the Tribunal's gods, and have scorned their kin for going along with this treachery. They are known for being hardier than the average Dark Elf, and their scouts are unmatched in their knowledge of the island.
Adventurers & the Faction: While some Ashlander tribes, such as the Erabenimsun, are openly hostile towards outlander, an outlander who follows proper protocol and does not offend may be permitted to trade for pelts, chitin, and other goods. An especially helpful adventurer may even be named as a Clanfriend for valorous deeds performed in service to the tribe.
Allies: The Ashlanders have no major allies and are self-reliant. Alliances between tribes are rare. Much like the Great Houses, the Ashlanders compete with each other for resources.
Enemies: The tribes are at odds with every faction, but are particularly aggressive towards the Tribunal Temple for their support of the three traitors and the Imperial Legion for their incorporation of Morrowind into their Empire.

The Blades

Quote: "I brought you what you needed. Now tell me who hired the Morag Tong to kill Ethys Hlaalu."
Usual Location: The Blades are spies, and as such are scattered through out all of Morrowind in positions amongst the important factions.
Common Knowledge: The Blades are the Emperor's eyes and ears. Originally founded by Akaviri warriors who aided the Dragonborn Emperor Reman I in his dragon hunts, the Blades eventually grew into bodyguards and spies after the last of the dragons had been hunted down by their hands. The Blades disguise themselves as simple citizens of Morrowind in order to better collect secrets and information for their Empire.
Adventurers & the Faction: A Blade might hire adventurers on the side to retrieve information or objects that the Empire desires. The pay is very great, as the Emperor's coffers are particularly full, but you may earn a reputation as just another Imperial bootlick come to desecrate Morrowind for your own greed if you are ever found out.
Allies: The Empire has the Blades' back, and the Imperial Legion in particular is supportive of these covert agents; it never pays to go into combat blind and without knowledge of what your enemy is doing.
Enemies: Finding out that you're being spied upon is rather unpleasant. While no one is willing to ever openly fight with the Empire, it would be such a shame if that agent who ratted your actions out to the authorities fell off the Silt Strider on his way to Gnisis and broke his neck...

Camonna Tong

Quote: "Hey, n'wah? What the gently caress are you looking at? Keep walking, you ugly s'wit, or we'll teach you a lesson."
Usual Location: The Camonna Tong can be found all over the civilized parts of Morrowind, usually in bars and shady back-alleys. Orvas Dren, the ringleader, can be found on his sprawling slave plantation in the Ascadian Isles near Vivec City.
Common Knowledge: The Camonna Tong is a group founded by Orvas Dren, Hlaalu Councilor and brother of the Duke of Ebonheart, Vedam Dren. Unlike his brother, Orvas is a cruel, greedy, and racist elf. He has founded this crime syndicate both to line his pockets with drug money and to scare away those who have come from outside of Morrowind. As he is often found to say, "The only good n'wah is one in chains working my saltrice fields." The Camonna Tong deals in skooma smuggling and schemes to drive the n'wah from Morrowind one day.
Adventurers & the Faction: The Camonna Tong loathes outsiders, but will sometimes be unable to resist doing business with the n'wah. If you're not particularly adverse to getting your hands dirty, then the Tong may have work for you. Just don't expect it to last.
Allies: The Camonna Tong has subverted the upper echelons of the Fighters Guild and House Hlaalu in Vvardenfell through bribery and intimidation. The Fighters Guild does the particularly dirty work of removing rival gangs, and House Hlaalu helps to keep political pressure off Orvas and his men.
Enemies: All foreigners are unwelcome in the Camonna Tong's eyes. The Imperial Legion has constantly tried to uproot this criminal organization, but with no luck thanks to Hlaalu interference. The Thieves Guild is particularly loathsome to the Camonna Tong, for their skills in smuggling, foreign nature, and for their sentimental "honor".

Fighters Guild

Quote: "Rats? You're telling me this lady is paying 200 septims to get rid of some cave rats? I love this job!"
Usual Location: The Fighters Guild has locations in Ald'ruhn, Balmora, Wolverine Hall, and Vivec City. Members can be found performing security work for important figures or traveling the wilderness to reach their next job location.
Common Knowledge: The Fighters Guild is an Imperial organization, chartered ever since the Second Era when the Akaviri potentates ruled in the absence of the Dragonborn emperors. They perform mercenary and security work for anyone with enough drakes. Want those bandits gone? Would you like to get rid of that pack of Nix hounds near your town? Just talk to one of the chapter masters, and they'll negotiate how much it'll cost to send one of their toughest members to solve your problems. Of course, rumors have spread that Sjoring Hard-Hart, the merciless new Master of the Vvardenfell branch of the guild, is in cahoots with the Camonna Tong and is working off-the-books to destroy the Thieves Guild for his new friends. But those are just rumors, right?
Adventurers & the Faction: Sometimes, the Fighters Guild needs freelance work done when all of its members are busy or otherwise indisposed. And of course, sometimes jobs that would look bad if they were officially recorded, such as roughing up a suspected Thieves Guild member, pop up for the more unscrupulous of adventurers.
Allies: The Fighters Guild keeps good relations with other Imperial factions, especially with the Imperial Legion. House Hlaalu is a frequent patron of their services, especially Councilor Orvas Dren. House Redoran is surprisingly respectful towards the Fighters Guild for their skill at arms, although they prefer to handle their own matters if possible.
Enemies: The Thieves Guild accuses the Fighters Guild of unwarranted hostility towards them. But who is going to believe a bunch of ratty thieves and rogues?

House Hlaalu

Quote: "Let me tell you the benefits of never picking a side, friend. I made ten thousand drakes last year buying up Dragon's Tongue flowers from Cyrodiil and selling them to the Temple's apothecaries. Why? Because the stuffy bastards were too proud to buy from the outlanders, but were all too happy to buy from a Great House."
Usual Location: House Hlaalu's territory covers most of the fertile Ascadian Isles and areas around of the Odai river. Notable settlements include Balmora and Suran.
Common Knowledge: The Hlaalus are the House that has adapted the most with the times. Unlike the stubborn Redoran and the isolationist Telvanni, the Hlaalu have taken advantage of the Empire and the opportunities associated with it. It has expanded rapidly over time and is now outgrowing and overpowering all of the other Houses through deals and i. The only weakness in the armor of the Hlaalu is the rivalry between Vedam Dren, the Grandmaster and Duke of Ebonheart, and Orvas Dren, Councilor and Ringleader of the Camonna Tong. It threatens to tear apart the House; if it is discovered that the Hlaalu are harboring the crime syndicate, all hell will break loose between them and the Imperials.
Adventurers & the Faction: Hlaalus are generous. Guard their house, fight their duels for them, rob their rivals, and sabotage other businesses, and you will find yourself with full coffers. Just watch out for the knife that's probably behind your back. Hlaalus aren't known for honesty.
Allies: The Empire loves the business the Hlaalu bring. Unlike the other Houses, the Hlaalu have no reservations in buying from and supplying Imperial organizations.
Enemies: The Redoran and Telvanni envy the Hlaalu for their prosperity. The Thieves Guild resent them due to their association with the Camonna Tong.

House Redoran

Quote: "Honor. It is honor that separates us from them. A liar who fights with money has no honor. A schemer who fights with sorcery has no honor. Only those who have learned to fight with their own might can hold their heads up with pride. Remember that when you deal with them."
Usual Location: Redoran holds are found in the Ashlands west of Red Mountain and the northern regions of the West Gash. Their most notable settlements are Maar Gan and Ald'ruhn.
Common Knowledge: House Redoran values martial prowess above all else. They send the most men of all to man the Ghostgate and maintain large militias to defend their lands. However, out of all the Houses, Redoran is the weakest. Its trademark stubbornness has left it in the dust compared to House Hlaalu. Every year, Redoran lands recede ever more while the Hlaalu gain. The proudest House of them all is now forced to either accept the strange ways of the Empire or be overwhelmed.
Adventurers & the Faction: The Redoran value deeds above all else. Money and flattery will earn you no respect amongst them. An adventurer that has proven himself in combat, valor, and honor will find himself a friend of the Redoran.
Allies: The Temple loves the Redoran; they are the embodiment of all the ideals and virtues of Dunmer society. The Imperial Legion and the Fighters Guild have also found a mutual respect amongst the House due to their strength at arms.
Enemies: The other Houses are steadily exceeding the Redoran, and it burns them to see that they, the most honorable and pious of the Houses, are being left behind while the dishonest and profane profit.

House Telvanni

Quote: "Ugh, I do believe I've forgotten how to use a Silence spell. It's been so long since I've had to Silence someone; last time I cast that was about three hundreds years ago when I had to deal with that Bardas fellow. How embarrassing for me. I guess I'll have to endure your screaming for a little longer, my assistant. You'll live. Just with less skin than before."
Usual Location: The trademark Telvanni spore towers can be found all over the islands of the Azuran Coast.
Common Knowledge: The Telvanni are regarded with some trepidation amongst the outlanders. These mage lords have existed for centuries through advanced necromancy and restoration magics. The most infamous of them, Divayth Fyr, was around long before Talos founded the Third Empire. Despite their magic, the ages have worn at their minds. Some of them can be called mad. All can be called amoral. But, those who live in Telvanni settlements don't seem to mind, thanks to their hands-off management style. Don't bug the Telvanni with your petty concerns or crimes, and you can do whatever you wish.
Adventurers & the Faction: The Telvanni are always curious and are willing to pay in magical artifacts (or money, if you're an unimaginative lout) for curiosities. Ogrim hides, Void salts, Daedra hearts, live vampires. All are useful in their experiments on the nature of magic and continuing their existence. Of course, it's very easy to offend one. They all have their idiosyncrasies and eccentricities, and it never pays to anger a wizard who has forgotten more magic than you will ever learn.
Allies: None. Who cares about allies? All they do is bug you and get in the way of research.
Enemies: Apart from typical House rivalries, the Mages Guild is seen as an idiotic interloper that cannot mind its own business and seeks to stifle all magical research outside of its hall. And interlopers in Telvanni affairs tend to find themselves dead very quickly.

Imperial Cult

Quote: "Do not worry, Brother Marcus. They will see the light of the Nine in time. Pray with me now to Julianos, so that he may bless us with his wisdom."
Usual Location: The Cult of the Nine Divines can be found in every Imperial settlement and fort. No one wants to leave home without their religion.
Common Knowledge: The Imperial Cult worships the Aedric deities Akatosh, Dibella, Julianos, Kynareth, Mara, Stendarr, and Zenithar, as well as Emperor Tiber Septim, who is better known as Talos. The Cult followed the settlers of Vvardenfell from the west, and now preach the faith of their gods to the native Dunmer. Results have been... mixed.
Adventurers & the Faction: The Cult provides charity and healing to those who ask. An adventurer need only donate some of his money to the cult and have all his diseases and injuries cured, as well as a blessing from the Gods above. And sometimes, the Cult needs to have matters taken care of. Violence towards the Cult happens sometimes, and most priests are not capable of fighting. They don't exactly pay well, but can you say no to a man of the Gods and his flock?
Allies: The Cult provides religious services to all Imperial factions, and thus have earned their support. House Hlaalu, having the most foreigners of all the Great Houses, is also fond of the Cult.
Enemies: The Tribunal Temple isn't exactly fond of having its faithful converted to a foreign religion. In their eyes, they consider it a grand disappointment for a Dark Elf to trade the physical gods of Morrowind for intangible outlander deities. House Telvanni also seems to enjoy harassing the religious; being a bunch of millennia old atheistic sorcerers tends to do that.

Imperial Legion

Quote: "Join the Legion, they said. See the world, they said. Get harassed by a bunch of surly elves, they didn't say. I hate this island so much."
Usual Location: The Legion has forts in or around Gnisis, Ald'ruhn, Balmora, Pelagiad, and Ebonheart. Patrols can be spotted scouting the areas around settlements for bandits and other outlaws.
Common Knowledge: The Imperial Legion is the mightiest military force on Tamriel. They conquered the entire continent four hundred years ago, starting the Third Era and bringing Tiber Septim to the Ruby Throne of the White-Gold Tower. Unfortunately, with no conflicts to wage and rivals to conquer, the Imperial Legion has been performing police work for decades now. Rout out some brigands here, pull some drunks off the street there. The soldiers have grown restless. After all, who signs up for the greatest army ever to do guard duty?
Adventurers & the Faction: An adventurer may run into the Legion in Imperial settlements. Guards are usually helpful and, provided the citizen is lawful, will do whatever they can to help. Of course, stray from the law and you might just receive one hell of a beating and a stint in jail. Legionaries are resentful of being relegated to guard duty and do not tolerate unlawful behavior.
Allies: The other factions of the Empire owe the Legion for their continued safety and prosperity. Who knows what might happen if they weren't there? Houses Hlaalu and Redoran are also fond of the army. House Hlaalu likes the security provided by Legion soldiers, and Redoran finds the Legion to be a friendly rival to their combat prowess.
Enemies: The Thieves Guild dislikes the Legion for obvious reasons. House Telvanni is, to say the least, disrespectful of the law; how can you get research done if you can't break a few sentient eggs in the process? The Ashlanders view the Imperial Legion as, well, imperialists and wishes to drive them away from the land one day.

Mages Guild

Quote: "For the last time, if you are caught teaching magic outside of our guild, you will be dealt with by the authorities. Only the Mages Guild is trustworthy enough to teac- Hey, don't you walk away from me, you Telvanni cretin!"
Usual Location: Chapters of the Mages Guild can be located in Caldera, Balmora, Wolverine Hall, Ald'ruhn, and Vivec City.
Common Knowledge: Founded by the great mystic, Vanus Galerion, the Mages Guild was designed to be a way of centralizing the study of magic and bringing it away from secretive groups such as the Psijic Order. Now, there are chapters of the guild all over Tamriel, and it has now expanded to Vvardenfell. The Mages Guild has been declared by the Empire to be the only group eligible to teach magic to anyone outside of the Cult of the Nine Divines, and some zealously enforce these laws to gain more power and revenue. The irony of the organization founded to bring magic to whoever wanted it preventing others from learning it outside of their halls is not lost on some.
Adventurers & the Faction: Sometimes, a mage needs a few helpers to raid ruins, burial grounds, and temples for magically relevant texts and items. The stereotype of wizards being pasty weaklings who can't take a blow is sometimes well-founded, and an adventurer can expect decent compensation for safeguarding a mage as he does his work.
Allies: Magic is a valuable tool for any guild. Sometimes, members of the Legion, Fighters Guild, and Thieves Guild take up a bit of magic. Unlike the Telvanni and Tribunal, they're used to the system and don't complain about the steep prices of learning for non-members.
Enemies: The Telvanni hate the Mages Guild. Extremely so. A few unfortunate enforcers of the Mages Guild have met their demise at the hands of a Telvanni mage lord when they came to get the Telvanni to comply to their laws. The Temple, for similar reasons, also dislikes the Mages Guild, although the Mages Guild is less willing to bother the Temple; wouldn't want a mob of religious devotees to torch the local guildhouse.

Morag Tong

Quote: "Yes, officer? You say I'm arrested for the murder of Ethys Hlaalu? Allow me to reach into my billfold, sir. I have a writ for his execution inside. Sorry about doing this in public, but I had an opportunity that I just couldn't resist."
Usual Location: The Morag Tong has halls in Balmora, Ald'ruhn, and Sadrith Mora. It is rumored that they are headquartered somewhere in Vivec City.
Common Knowledge: The assassins of the Morag Tong have been in business since the First Era. They venerate Mephala, one of the favored Daedra amongst the Dunmer culture, in the only way that pleases him/her: murder. Unlike its rivals, the Dark Brotherhood, the Morag Tong's assassinations are perfectly legal so long as they are only performed on natural citizens of Morrowind. Pay the right amount of money, and you can make your rivals disappear. Of course, the price for such skilled killers is extravagant.
Adventurers & the Faction: Adventurers with information on certain individuals may be approached by a brother of this cult and questioned. Give the right answers, and you may receive a small bit of gold as a thank you. Of course, if you are found out (or aggravate any noble sufficiently enough), you might be on the receiving end of the blade the next time around.
Allies: None. The Morag Tong is viewed as just another fact of life in Morrowind. If you have had one of your own killed by them, it was nothing personal, and if you can find out who did it, the Morag Tong will gladly kill them as well.
Enemies: None. The Imperial police legally cannot interfere with their work, and the natives of Morrowind all know that they work for the one with the most money, and for a Daedric Prince that is well regarded for teaching them how to deal with their enemies in secrecy.

The Tribunal Temple

Quote: "It's good to see an outlander in our Temple. Your people rarely appreciates the majesty of ALMSIVI."
Usual Location: A temple to the Three Gods of Morrowind can be found in every Dunmer settlement. Faith conquers all. Let us yield to Faith.
Common Knowledge: The Dunmer venerate three things: their ancestors, the Daedra Azura, Boethiah, and Mephala, and the Gods Almalexia, Sotha Sil, and Vivec. These three Gods, who were once mere mortals while the Dunmer were still the Chimer, ascended to immortality and led Morrowind to prosperity. This religion has been around since the First Era. And they are not going to yield to some upstart western religion that has just come to this land.
Adventurers & the Faction: The Temple normally doesn't associate very much with outlanders. You are allowed to be healed and blessed at their shrines, but that's the extent of their services to outsiders. of course, the Temple has lost some artifacts over the years; brave ordinators had born these relics to aid in their battle against the forces of Dagoth Ur and had lost. They would be very happy if someone were to retrieve this sacred relics from wherever they lie.
Allies: The Houses Redoran and Hlaalu are still devout, especially the Redoran. At least some are still faithful these days.
Enemies: House Telvanni, on the other hand, is disappointingly atheistic. And all these outlanders, with their foreign deities, are stealing the Dunmer away from their rightful religion. Not to mention the Ashlanders who believe lies and blaspheme the Tribunal.

Thieves Guild

Quote: "Man, let me tell you about the time I stole from that Telvanni kook, Mistress Therana. She caught me rummaging through her jewelry chest, and instead of zapping me with her magic, she lectures me on the different types of clouds for five hours. Weirdest job ever. Good pay, though."
Usual Location: Frequent the bars favored by Imperial citizens, and you'll usually find some of the Thieves Guild relaxing between jobs.
Common Knowledge: No one knows exactly how long this unofficial organization has existed, but the Thieves Guild has been robbing the rich of their valuables for a very long time. The Thieves Guild is tolerated by those in power for only one reason: the Guild has some notion of honor. Killing, maiming, and other forms of violence are condemned by the Thieves Guild. The authorities take some solace in the fact that, while the Thieves may rob people blind, at least they take steps to limit violent crime.
Adventurers & the Faction: Sometimes, you may find one of these merry rogues plundering your home for whatever you have. Other times, you may be able to buy the latest secrets and rumors of them, provided you're willing to cover the tab. And, if you're really for it with the law, they might even make all that trouble go away if you've got enough gold. The Thieves are capricious that way.
Allies: The Mages Guild doesn't seem to care where money comes from; they've always been politically impartial. As such, the Guilds have a mutual relationship: provide a little extra gold for that Unlocking spell, and they'll never ask why you want to learn such a thing. Most thieves are still religious, and tend to spend copious amounts of money to receive favor from Lucky Zenithar. The Cult doesn't seem to mind much, as extra money for the soup kitchens and healers is always nice.
Enemies: The Imperial Legion doesn't seem to like thieves. Neither does the Fighters Guild. Or House Redoran. Or House Hlaalu. Or the Temple. Or the Camonna Tong. Especially not the Camonna Tong. Thieving ain't easy.

SunAndSpring fucked around with this message at 15:56 on Jun 30, 2014

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
Morrowind happens in 3E 427, right? This is a full year or so before the events of the game? I'm interested. I'll apply tomorrow when the 13TW PDF comes out for pre-orders.

MelvinBison
Nov 17, 2012

"Is this the ideal world that you envisioned?"
"I guess you could say that."

Pillbug
Definitely keeping an eye on this. Would you prefer we rename spells to match in-game ones or will that not matter much?

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!

MelvinBison posted:

Definitely keeping an eye on this. Would you prefer we rename spells to match in-game ones or will that not matter much?

Most definitely considering this myself. I've been meaning to try something Elder Scrolls-related, and more 13th Age is more good!

EDIT: Assuming Vault classes are allowed, I have my character figured out: Khajit specializing in Hand-to-Hand/Unarmored!

Unknown Quantity fucked around with this message at 04:11 on Jun 30, 2014

mbt
Aug 13, 2012

Color me interested

SunAndSpring
Dec 4, 2013

MelvinBison posted:

Definitely keeping an eye on this. Would you prefer we rename spells to match in-game ones or will that not matter much?

Don't mind if you don't, but it'd be nice.

Captain Walker posted:

Morrowind happens in 3E 427, right? This is a full year or so before the events of the game? I'm interested. I'll apply tomorrow when the 13TW PDF comes out for pre-orders.

Yep. So there are no Blight storms, at least during the beginning of the game, and the true Nerevarine has not been taken to Morrowind yet.

SunAndSpring fucked around with this message at 22:57 on Jun 29, 2014

Whycalibur
Oct 17, 2013
This sounds fun. I'll drop in an application ASAP. Do you want a character sheet PDF or just a text write-up?

SunAndSpring
Dec 4, 2013

Whycalibur posted:

This sounds fun. I'll drop in an application ASAP. Do you want a character sheet PDF or just a text write-up?

PDFs would be better, as they leave less clutter on the page, and god knows I'm gonna clutter the poo poo out of this page.

djw175
Apr 23, 2012

by zen death robot
I'm interested in this. How do you feel about vault classes?

MelvinBison
Nov 17, 2012

"Is this the ideal world that you envisioned?"
"I guess you could say that."

Pillbug
Okay. I have pretty much everything but Icons down but I need a rules verdict on sorcerer familiars (e: and maybe ranger's pet).
Character spoilers: Can I use an especially small (read: golf ball) Dwarven Spider my character found in a ruin and reactivated or should I just reclass to ranger?

MelvinBison fucked around with this message at 04:17 on Jun 30, 2014

SunAndSpring
Dec 4, 2013

djw175 posted:

I'm interested in this. How do you feel about vault classes?

If it fits the setting, I don't mind.


MelvinBison posted:

Okay. I have pretty much everything but Icons down but I need a rules verdict on sorcerer familiars (e: and maybe ranger's pet).
Character spoilers: Can I use an especially small (read: golf ball) Dwarven Spider my character found in a ruin and reactivated or should I just reclass to ranger?

Sure, go ahead.

djw175
Apr 23, 2012

by zen death robot
I need a ruling. What are the Factions for for Empowered by Fate for the Stalwart?

Whycalibur
Oct 17, 2013
Introducing Tombak gro-Murati, a bard and scoundrel discharged from the Legion for inconvenient heroism.

Character sheet (PDF): http://bit.ly/V4263F
Detailed background: http://pastebin.com/shNa8UxE

Let me know if anything needs changing/updating/etc. I read up on Morrowind as much as I could but it's been ages since I played the game.

Whycalibur fucked around with this message at 20:53 on Jun 30, 2014

Ferrosol
Nov 8, 2010

Notorious J.A.M



Svetlana Battlehorn


Ignore this one and see my other post further down the thread.

Ferrosol fucked around with this message at 23:08 on Jul 6, 2014

Punting
Sep 9, 2007
I am very witty: nit-witty, dim-witty, and half-witty.

For your consideration, a humble Khajiit sneakthief skooma cook cardsharp professional purveyor of fine alchemical goods and other services.

Now with some background

Still working on an expanded background, and the character was kludged together via the SRD and guesswork, so if I messed something up please let me know so I can fix it.

Added in some backstory along with some faction relationships. Also, character portrait:



I'm sorry, I couldn't resist.

Punting fucked around with this message at 11:39 on Jul 5, 2014

SunAndSpring
Dec 4, 2013

djw175 posted:

I need a ruling. What are the Factions for for Empowered by Fate for the Stalwart?

The Imperial Legion, the Great Houses, the Tribunal Temple, the Imperial Cult, and the Ashlanders are all closely tied to the destiny of Morrowind.

Punting posted:

For your consideration, a humble Khajiit sneakthief skooma cook cardsharp professional purveyor of fine alchemical goods and other services.

Still working on an expanded background, and the character was kludged together via the SRD and guesswork, so if I messed something up please let me know so I can fix it.

Aren't you only supposed to have 8 background points?

SunAndSpring fucked around with this message at 18:14 on Jun 30, 2014

MelvinBison
Nov 17, 2012

"Is this the ideal world that you envisioned?"
"I guess you could say that."

Pillbug
Alright, let's give this a shot.
The Argonian Sorcerer: Digs-A-GraveHole and his buddy "Ingot".

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!

Crassius Callei, Mystic Monk (Martial Artist)

Backstory:
A History of Obscure Magics, Vol I
Throughout the history of Tamriel, magic has come in many forms. In addition to the six primary schools of magic, there have been several reported cases of strange spells created by rogue wizards. A customized spell is nothing special; the Imperial Mage's Guild has allowed for thousands of variations of the same basic type of spell. What makes these noteworthy is a combination of the history behind them, the often tragic effects of the spell itslef, and their impact on the field of magic today.

To begin, we look at the Levitation Act of 3E 421. The bill forbade the practice and teaching of all levitation magic, Morrowind excluded due to its specific case. Several locations within required levitation magic to reach, so this worked out quite well for the region. Also working out quite well for themselves were the caravaneers of the Silt Striders, which at the time were the only means of long-distance travel across the region.

Some sought to find their own way across, but none are more infamous than Tarhiel. This Bosmer wizard believed that his spell, known as Icarian Flight, would provide ample jumping distance to go from one section of Vvardenfell to the other. As one would predict, while his spell did indeed provide the means to leap as high and as far as was needed, the effects of gravity are not kind to those flying so far and so fast, and he met with an unfortunate end.

This, however, is not the end of the story. Investigation of his journals and records revealed that he did not in fact create the spell; he merely found the formula. The actual inventor of the formula that would later lead to this spell was one Crassius Callei1, Imperial and self-proclaimed "Kinetomancy Specialist". Kinetomancy, according to him, is the practice of channeling magicka through the body to allow for supernatural athletic feats, such as running across the surface of water, or splitting stones with a single swing of a weapon. The Imperial Mages' Guild of Morrowind, although steadfast against his attempts to make Kinetomancy a seventh school of magic, allowed him to perform his arts on their grounds, as his feats were a fascinating thing to watch.

While the practice never caught on, the idea of using Magicka to augment various abilities was not too far off from the Alteration school of magic, and enchantment on weapons over time gradually leaned more towards being applied on contact than being activated. It could be interpreted as either a changing of the times towards more practical applications of magic, or Kinetomancy discreetly living on through means that were widely more accepted terminologies.

[1] For more information, please refer to Yes, You Can!: A Kinetomancy Primer and Advanced Kinetomancy, or How to Suplex a Daedra.

Unknown Quantity fucked around with this message at 01:47 on Jul 9, 2014

Ryuujin
Sep 26, 2007
Dragon God

SunAndSpring posted:

The Imperial Legion, the Great Houses, the Tribunal Temple, the Imperial Cult, and the Ashlanders are all closely tied to the destiny of Morrowind.


Aren't you only supposed to have 8 background points?

Looks like they have the Thievery Talent, which gives them an extra +5 Thief background above and beyond the 8 all classes start with. They also have the Cunning Talent which gives +2 to a background that deals with knowledge, I assume that is Apothecary. Cunning also gives them a +2 to dealing with traps so would probably roll 1d20+5 Thief background +2 from Cunning +1 from level when rolling to disarm traps.

Whycalibur
Oct 17, 2013
Removed - Already dealt with the issue.

SunAndSpring
Dec 4, 2013

Ryuujin posted:

Looks like they have the Thievery Talent, which gives them an extra +5 Thief background above and beyond the 8 all classes start with. They also have the Cunning Talent which gives +2 to a background that deals with knowledge, I assume that is Apothecary. Cunning also gives them a +2 to dealing with traps so would probably roll 1d20+5 Thief background +2 from Cunning +1 from level when rolling to disarm traps.

Oooooh, I'm so dumb. Forget I ever said that.

Unknown Quantity posted:

I hope this is alright. I'll probably add additional backstory later but the concept was just so awesome that I had to roll with it.

D'Jango, Hand-To-Hand/Unarmored Khajiit

I was going to say "Former Blade" instead of Legionnaire but I didn't know if that's okay or not. If it is I'll edit it.

Go ahead. Even spies have to retire some time.

Whycalibur posted:

Introducing Tombak Murati, a bard and scoundrel discharged from the Legion for inconvenient heroism.

Character sheet (PDF): http://bit.ly/1sQyTbD
Detailed background: http://pastebin.com/WuMWiQRV

Let me know if anything needs changing/updating/etc. I read up on Morrowind as much as I could but it's been ages since I played the game.

Neato. Only nitpick I have is that Orcs usually have a "gro-" in front of their last name (Like Gork gro-Mork or something like that), but that's just me being a sperg over lore, so I don't care if you don't change it.

SunAndSpring fucked around with this message at 19:18 on Jun 30, 2014

Whycalibur
Oct 17, 2013

SunAndSpring posted:

Neato. Only nitpick I have is that Orcs usually have a "gro-" in front of their last name (Like Gork gro-Mork or something like that), but that's just me being a sperg over lore, so I don't care if you don't change it.

Fixed. New links in my original post with the Gro- in there.

Ferrosol
Nov 8, 2010

Notorious J.A.M

What are you guys using for the swanky looking character sheets?

VVV Thanks.

Ferrosol fucked around with this message at 20:46 on Jun 30, 2014

Whycalibur
Oct 17, 2013

Ferrosol posted:

What are you guys using for the swanky looking character sheets?

http://www.13thage.org/index.php/tabletop-aids/33-santys-form-fillable-character-sheet-with-background

Rhjamiz
Oct 28, 2007

An Argonian is gonna go here, JUST YOU WAIT.

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
snip

Captain Walker fucked around with this message at 18:55 on Jul 5, 2014

MelvinBison
Nov 17, 2012

"Is this the ideal world that you envisioned?"
"I guess you could say that."

Pillbug

Sweet. Gives me an excuse to move some attributes around.

Digs-A-Hole version 2 with abridged back-story.

Megazver
Jan 13, 2006
I think I'll post a Wizard tomorrow.

Flame112
Apr 21, 2011

Zairan Hainnabibi, Dark Elf Ranger
OUT: Constantly followed by cliff racers that attack if he spends too long in one place.
Ashlanders, 1 conflicted
Imperial Legion, 1 negative
Fighter's Guild, 1 positive

I've never played 13th Age or made a 13th Age character before, so I'd appreciate it if someone could go over my sheet (which is already slightly out of date regarding Faction relationships) and see if I hosed anything up.

I'll post the full backstory tomorrow or something.


Edit: This sheet/info is out of date, final character entry is below.

Flame112 fucked around with this message at 22:01 on Jul 5, 2014

SunAndSpring
Dec 4, 2013
Will be going on a short vacation on Thursday. Will be back around Sunday. I'll close recruitment up next Wednesday and have the thread up shortly thereafter.

Also, where would you guys like to start out in game? I was thinking either Balmora or Vivec.

Whycalibur
Oct 17, 2013

Flame112 posted:


Zairan Hainnabibi, Dark Elf Ranger
OUT: Constantly followed by cliff racers that attack if he spends too long in one place.
Ashlanders, 1 conflicted
Imperial Legion, 1 negative
Fighter's Guild, 1 positive

I've never played 13th Age or made a 13th Age character before, so I'd appreciate it if someone could go over my sheet (which is already slightly out of date regarding Faction relationships) and see if I hosed anything up.

I'll post the full backstory tomorrow or something.

A few things to note--

Your defenses should all be +1, as you add your level. You also add your level to to-hit and initiative, but not damage (except miss damage). I like the flavour on the weapons!

MelvinBison
Nov 17, 2012

"Is this the ideal world that you envisioned?"
"I guess you could say that."

Pillbug

SunAndSpring posted:

Will be going on a short vacation on Thursday. Will be back around Sunday. I'll close recruitment up next Wednesday and have the thread up shortly thereafter.

Also, where would you guys like to start out in game? I was thinking either Balmora or Vivec.

Seyda Neen.:downs: Seriously, I'd prefer Balmora but Vivec has more things going on in it.

Flame112
Apr 21, 2011

Whycalibur posted:

A few things to note--

Your defenses should all be +1, as you add your level. You also add your level to to-hit and initiative, but not damage (except miss damage). I like the flavour on the weapons!

See this is the weird thing about that sheet template that I was using, the big prominent number next to the stat is actually the modifier + level, and the tiny number in the corner is the modifier alone. So I think I have the correct numbers for those things you mentioned.

Whycalibur
Oct 17, 2013

Flame112 posted:

See this is the weird thing about that sheet template that I was using, the big prominent number next to the stat is actually the modifier + level, and the tiny number in the corner is the modifier alone. So I think I have the correct numbers for those things you mentioned.

Looks like you do!

djw175
Apr 23, 2012

by zen death robot

Severia the Traveling Merc

Severia was born to Imperial parents in the deep northern reaches of Skyrim in the city of Winterhold in 3E 396. Imperials born up there don't tend to survive, being less well built than the Nords. City guard reports show the guards being called on her several times by Nords who she managed to beat. Eventually, she decided she outgrew the city and left to travel the world.

The first place she went to was Bruma in Cyrodil where she joined the local Fighter's Guild. From there, records become a bit sketchy. What is known is that she traveled all over Tamriel. Fighter's Guild records put her in Elsweyr, Hammerfell, main-land Morrowind, and High Rock. One report even puts her in Akavir, although that one is very questionable. It was mostly low level merc work. Clearing out cellars, protecting the caravans and the like. She never stayed in one province long enough to get very high in any of the guilds.

Severia's name doesn't resurface in important guild documents until 3E 416 where she participated on a raid on an abandoned Cult of the Ancestor Moth compound in western Cyrodil. Severia recounts this in an interview in the book "Only 36 Trials? Ha!" a book panned by the Dunmer for its title.

"The Cult's place there went quiet, so they hired us mercs to both figure out what happened and if need be, retrieve the Elder Scrolls housed at the site. Finding the place wasn't too hard. If you drew a line between Kvatch and Chorrol, it'd be almost exactly half way between them. It'd be hard to find the actual entrance if we weren't told where it was by the Cult. They really wanted to keep those Elder Scrolls safe.

Anyway, once we got in, we kept hearing metal on metal clinking and clunking. One of the crew said he heard that before in Dwemer ruins. We just assumed that the blind buggers couldn't handle the spiders and warriors. Since we were confident in our abilities, we pressed on. As we progressed, we saw a hole in the wall leading to a Dwemer ruin. The idiots built their compound on an undiscovered dwarven city. We went further and started seeing bodies. We should have realized what was going to happen by their state, but we were stupid and confident.

Outside the door to the scrolls room, we met it. A loving Dwarven Centurion. It was loving huge and wiped half of us out before we even realized what happened. Now I'm confident and a bit stupid, but I'm not that stupid. I faked taking a harder hit than I did and played dead. I was still loving knocked into the scrolls room. I just didn't get up even though I could. Eventually, after killing the rest of our team, it left. After waiting in the darkness and silence for a while, I figured it was safe to get up. The place was clearly inhabitable, so I figured I should just pick up the Elder Scrolls and go.

That's when it happened. I went over to one of the Scrolls that was knocked over and fell open. I heard that no one but the Cultists could actually read them so I figured I'd just take a look to satisfy my curiousity. It was the weirdest thing. I just knew what the meaning of the Scroll was. I couldn't teach anyone how it worked, but I could read the Scroll. It was the weirdest feeling, only compounded by what was on it.

It was my own death. On the bright side, I took comfort that it wasn't for a while. On the other hand, it's super creepy to see yourself get killed. And no, I'm not gonna tell you what I saw on there. That's between me and the Scrolls. And I guess maybe the Cultists when I returned the Scrolls to them.

I didn't tell anyone at the time of what I saw. I mean the guys back at the Guild wouldn't believe me and if I told the Cultists, they'd make me stick around and read a bunch of stuffy boring scrolls. So I just continued my adventuring, prepared for my death."

Perhaps some of Severia's more well known adventures happened in Vvardenfell. Like many other adventurers, she saw the the opportunities of the new land and travelled there for more adventures.

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!
Okay so as it turns out I found a better concept. The only issue is to whether it's fine for you.

Same class, but the concept is that, via the Hidden Mysteries talent and attempts to go beyond the limits of the physical body, this person is the original creator of what would become the Scroll of Icarian Flight. Tarhiel's hastily-scribbled copy of the mystic processes involved failed to account for a fall like the original, resulting in his death.

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
I realized that, given the updates to the Monk in True Ways, I would very much like to switch my app around. Watch for something new. Probably.

Captain Walker fucked around with this message at 20:41 on Jul 5, 2014

Flame112
Apr 21, 2011
Final version of my character submission:

Zairan Hainnabibi, Dark Elf Ranger
OUT: Cursed by an Erabenimsum shaman, Zairan is plagued by flocks of cliff racers if he stays in one place for too long.

Icon relationships:
Ashlanders, 2 conflicted
Fighter's Guild, 1 positive


Zairan was born and raised in the Zainab tribe, who roam the Grazelands region of Vvardenfell. Growing up, he learned the ways of the Ashlanders: revering the ancestors and the daedra Azura, Boethiah, and Mephala. Zairan's parents were hunters and he followed in their footsteps, becoming skilled in the ways of tracking and hunting animals. Unfortunately, the nomadic lifestyle isn't synonymous with having reliable sources of food. When Zairan was 17, there was a period of several months where game was extremely scarce. The tribe had already slaughtered their domesticated herds of guar. Times were desperate, and the Zainab tribe was close to starvation.

Eager to prove himself, Zairan set off alone on a hunting trip. After a week with nothing to show for himself, Zairan got lucky. Deep in the Molag Amur region, Zairan stumbled upon a seemingly impossible find. A herd of guar, unattended, apparently just waiting for him to lead back to the Zainab camp. Zairan was so eager to be the hero who saved his tribe that he didn't stop to think about why a herd of guar might be found in this otherwise inhospitable region. In fact, they belonged to the Erabenimsum tribe, who were quite angry to find their herd stolen from them. Unknown to Zairan, an Erabenimsum shaman witnessed the theft of the guar herd, and inflicted a terrible curse on the young tribesman.

Zairan returned to his people with the herd of guar, expecting a hero's welcome. Instead, his tribespeople refused to speak or acknowledge him. Only his parents would tell him what had happened. While he was gone, the Zainab tribe's Wise Woman had received a prophetic dream of Zairan's arrival. In her dream, she saw him returning to the tribe with the herd of guar. At first the people rejoiced, but the next day, the tribe was attacked by several cliff racers. The Zainab fought them off easily, but the next day, more cliff racers came. And even more the next. After a few days, there were enough cliff racers to blot out the sun. In her dream, the Wise Woman foresaw the entire Zainab tribe slaughtered by an unending horde of cliff racers, brought by Zairan, and she had warned the tribe accordingly. The Wise Woman explained the nature of the curse to Zairan: wherever he went, cliff racers would soon follow, and if he didn't keep moving, their numbers would grow and grow.

After hearing this story, Zairan knew that he must go into exile to protect his people, and himself. And so for the next 15 years, he has wandered the continent of Vvardenfell, surviving off the land when he can, and venturing into cities to find work when he can't, never staying in the same place for too long. In his lifetime, Zairan has seen the arrival of the Imperials on Vvardenfell, and due to his wanderings and exposure to their culture, hates them just a little bit less than most Ashlanders.

Zairan is often able to find work with the Fighter's Guild, who don't care much about who they hire, usually escorting pilgrims or a trade caravan around the island. Zairan has a conflicted relationship with the Ashlander tribes. Most Ashlanders don't know about his curse and see him as a Velothi, which is essentially an ex-Ashlander who has abandoned their customs to join the other societies of the island. The Zainab know that he abandoned the Ashlanders to protect them and are sympathetic to him, although as long as he is still cursed, he's not welcome among them for long.

Flame112 fucked around with this message at 22:54 on Jul 5, 2014

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SunAndSpring
Dec 4, 2013

Unknown Quantity posted:

Okay so as it turns out I found a better concept. The only issue is to whether it's fine for you.

Same class, but the concept is that, via the Hidden Mysteries talent and attempts to go beyond the limits of the physical body, this person is the original creator of what would become the Scroll of Icarian Flight. Tarhiel's hastily-scribbled copy of the mystic processes involved failed to account for a fall like the original, resulting in his death.

Could be neat. I'd be interested to see where this would go. Go for it, if you'd like.

Flame112 posted:

character stuff

Interesting backstory. It also reminds me that I need to stat up cliffracers and a few other things.


djw175 posted:

character stuff

Also very interesting. Ever see that one movie, Big Fish? The "seeing your own death" aspect reminds me of that.


MelvinBison posted:

Sweet. Gives me an excuse to move some attributes around.

Digs-A-Hole version 2 with abridged back-story.

Also neat.


Great apps all around, guys.

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