The journey beings at the Council of the New North at Oran-Mathmel anon Solstheim. A number (I'm thinking half a dozen or so) adventurers and mercenaries, being summoned before the Council by Her Thrice-Blessed Excellency Hortator Danasi Ginadura Rethandus-Jaroon. Players need not be aligned to any particular House, and need not even be Dunmer, although it could be interesting if this were the case.
This is the Monkey Truth upon which much of the RP shall be based.
I realise that the info I sent you was rather hefty, so actually, to further summarise things, the items that are 'essential knowledge' are that the Dunmer are now ruled by a Council on Solstheim presided over by Hortator Danasi Ginadura Rethandus-Jaroon, of the New Great House Jaroon. And that the Dunmer have made peace with the Argonians, and remain part of the Empire, although they are now independent in governance, as of the Treaty of Ash Restitution of 4E32.
Additional Information that will be handy includes (you can skip over this if you read either of the spoilered sets of info or the link I sent):
- House Redoran - Is dead and gone, although it's holdings are ruled over by a Council of Ancestor Ghosts at Blacklight awaiting a theoretical heir's return
- House Telvanni - Is also sundered, although it is continued in part by the House Insufferable (i.e. not a Great House, and barred from the Council), House Ouada, a curious alliance of amphibious (by Magic) illegitimate bottle-grown sons of the Telvanni and assorted Dreugh-Jiggers of the West Coast, who hold large underwater claims from the scathing bay to Port Telvannis.
- House Indoril - Is a dying House, concerned now with staunching the flow of ancestor spirits from the Great Rift of Necrom and uncovering the Ancestral Tombs lost in the Red Year, a task fulfilled by their old Ordinators-in-Mourning and their The Order of Wrathmen. House Sathil is a House Schismatic (not a Great House and thus not on the Council) who has rejected House Indoril and who now embraces the Skaal culture and fuses traditional Indoril culture with Nordic culture.
- House Hlaalu - Is a House in disarray, divided into two Minor Houses Schismatic (House Hlaal-Ilmeni, based in Kragenmoor and House Hlaal-Odai, based in Narsis). The Camonna Hlaal are more prosperous than ever, and now operate as far as Pelletine and Cyrodiil, no longer restricted in their black-market activities by the Empire. House Indarys, of the line of the Count Indarys of Cheydinhal, has left House Hlaalu and now sits itself on the Council as a Great House in gratitude for its hospitality in the wake of the Red Year.
- House Dres - Now House Deshaan, is a House prospering despite being barred for the Council for some time, until its recent reinstatement. Even now, although they are permitted on the Council, they are forbidden from speaking owing to the blood-guilt incurred by their forefather's invocation of the wrath of Argonia, however, their increasing dominance of the Ebony markets and skilful manipulation of the public sphere has seen them claim much power, and it is likely they will again be allowed to speak in only a short matter of time.
- House Jaroon - The mightiest of the Houses, holding the seat of Hortator for a forth decade in a row, they trace their origins to salt-dredgers in Llatrys who escaped Vvardenfell during the Red Day on a fragment of the shell of an Emperor Crab, and were instrumental role in the Pact with the Northmen (Nords on Solstheim), and now hold vast holdings in both the New North (Solstheim) and the Ashwastes (Vvardenfell).
- House Sul - the most politically resourceful of the New Houses, they follow the Truths of Alandro Sul and their New Ordinators march forth clad in the three-eyed Face of Sul. They stand in defiance towards the Empire.
- House Punad - Risen from the former egg-miners and glass- shreders who were trapped underground by the Eruption of Red Mountain, they tunnelled to Solstheim and today, none can match their mastery of mines, or their subterranean holdings of a quality unheard of since the Dwemer.
- House Velms - A highly pious House steeped in magecraft, who loyally serve the Council, risen from the line of the only man to survive the fall of Baar Dau.
- House Skaal - The Skaal of Soltheim, having being incorporated into the Council as a House-of-Infidels (much as the Dwemer were)
- House Thiralas - Little is known of this House Insufferable, however, their seat at the Council is reserved in honour of their founder, despite their being barred from attendance for the duration of the next Era.
- The Gravid Armigers - No longer Buoyant, they await the return of Vivec and continue to spread his teachings. They are joined with the reminaing of Her Hands.
- The Transeltheric Reprobates - Also known as the Black Ordinators, their role is shrouded in mystery.
- The Order of Saint Jiub - An Order dedicated to cleansing the land of plagues by beast.
- The So-Called Children of Veloth - Much like the ancient Ashlander tribes, they have no governance to speak of, and depending on their personal character, they may either present a safe haven to a traveller in the Ashwastes or yet another danger.
- The Morag Tong - Have gone into hiding, for the time being.
And a somewhat summarised version of what I sent you before, which you may or may not wish to read:
On combat, we'll be using dice rolls to determine success in combat, which I must admit is a system lifted from Sloady's Frontier: Vvardenfell, because I'd thought about using it in RPs previously, and F:V has worked quite well in this regard, IMO, and so I'm confident it will work well in this RP. As such, you may want to use this website, or get your six-sided die out. I'll post info every time we encounter foes, setting a level requirement for your rolls in regards to kills and injury. Obviously it's an honesty system, but I think it's got a lot of potential, as you get to decide how things go down, you don't have to wait for a DM to tell you the outcome, and you get to write your character's comabt yourself, rather than have a DM control your character for you.
Dice rolls will also be used at other points for other skill and chance based actions.
On choices, as the RP progresses, you'll be given a number of chances to choose as a group, and generally the consensus option will be the one we pursue. However, as the choice system has the liability to see mass arguments and huge character clashes, as demonstrated by The Marukhati, the choices will be constructed and moulded to fit the characters, and not to polarise them around a given issue (i.e. I'll be paying special heed to this particular area as I DM). Additionally, previous decisions do have an effect on the future decision options, and the RP could go in a number of directions based on your choices.
Here's an example character, the first being a player character the second being an NPC (I shall be doing a number of character profiles for important NPCs as they are introduced, although most will be pretty brief). If you do partake in this RP, these are two characters you'll be getting to know fairly well.
Also, a note on the timeline, this is two years before The Great War.
Characters:
User: OblivionDuruza
Character: Andril Jaroon (An-drill jHa-roon/yHa-roon)
Character: Ralos Zainab
Character: Walter Valoth
Character: Denal Omaren
Character: K'yor Tallowmane
Character: Maera Mirpal
Name: Denemus Hard-Arm
Name: Nalen Hawk-Eye
Name: Lei-Ru
Character: Hortator Danasi Ginadura Rethandus-Jaroon, Her Thrice-Blessed Excellency
________________________________________________________________________________________________________
Andril Jaroon knelt deferentially before Hortator Danasi Ginadura Rethandus-Jaroon. "I shall gather them my Lady," he declared, rising to his feet. "Already, a notice ha been posted, envoys and messengers have been sent, I expect these men and women to be the best Morrowind has to offer. They should be arriving shortly."
Danasi nodded contemplatively, then spoke, "Make it so. Bring them before the Council without delay."




