...Much less win...
-Former Jarl Ulfric Stormcloak, 4E 211
After the Imperials withdrew from Skyrim, the Stormcloaks failed to keep stable government in the Province. The Empire intervened, and seizing the moment, the Thalmor attacked the ports of Anvil and gave orders to kill all citizens of the Empire their soldiers saw. The Thalmor were pushed out of their former base at the Imperial City, the Arcane University, shortly after the Thalmor attacked. Dovahkiin retreated to High Hrothgar after defeating Alduin. He is currently building a militia and teaching his soldiers the power of the Thu'um. The Nerevarine currently leads his people in New Resdayn. The Empire is currently on the verge of being conquered... Unless it can gain support from some of its former provinces...
Your characters will all meet at a mysterious recon mission briefing. None of you know the mission beforehand, and all have received vague letters to attend beforehand.
Current Political Powers
(Subject to Change)
Cyrodiil
Currently the only province in the Empire. The Southern and South-western portions of the province are a warzone.
Anvil is currently a battleground. No political power has any clear control over it.
Kvatch has been completely rebuilt and even expanded slightly. The scars from the Oblivion Crisis are still present, however.
Skingrad is currently the safest city in Cyrodiil. It has expanded far north into the Great Forest, and its great walls still hold the city within. Janus Hassildor is still Count... Leading many to debate his immortality.
Bruma is a strong area of Talos worship ever since the Thalmor were pushed out, and the largest Talos cult in the Empire is led outside the city.
Cheydinhal's loyalty to Cyrodiil and the Empire has been debated, as the long-ruling Dunmer count families have constantly sided with the New Dunmer Republic.
Elsweyr
Now the kingdoms of Pelletine and Anequina. Still Thalmor client states, however the Thalmor constantly pester the two kingdoms for military occupation. So far they are accepting.
Skyrim
No governing body whatsoever. Skyrim is officially owned by the Empire, however the Empire has a weak grasp on the province.
Riften is controlled by the Black-Briars and the Thieves Guild.
Whiterun has become its own independent City-state and the Jarl uses the Companions as guards.
Windhelm is run by Ulfric Stormcloak and the remaining Stormcloak soldiers. No one is allowed in or out, unless they are a trader.
Solitude and the surrounding Hjallmarch area is the only Imperial presence left in Skyrim. The Empire still owns Skyrim, but has no control over it.
Markarth was retaken by the Forsworn once the Imperials moved out.
Winterhold is being rebuilt, and with help from the College, is almost complete. It governs over the entire Winterhold hold, and is run by a mysterious money supplier going by the name of "Wulf."
Dawnstar remains under official Imperial control, however is ruled secretly by the Dark Brotherhood.
Black Marsh
Currently one of the greater government powers, Black Marsh (or Argonia) does not support the Aldmeri Dominion and recently gained a new province within Old Morrowind.
Redbay is the newly inducted province into Black Marsh, and named such because of the bloody water that washed up on the shores after Vvardenfell was obliterated. The old Dunmer cities have become centres of Argonian military training and deployment.
Morrowind
Now a split area between Black Marsh and the Dunmer. The Dunmer had indeed lost the war against Black Marsh in the Southern province, however kept the Argonians at bay in the Northern fourth.
New Resdayn is the name of the Dunmer kingdom governing their fourth of the former Morrowind province. The kingdom is run by the remaining Great Houses, Indoril and Dres. The Houses are governed over by a man claiming to the title of the Nerevarine. The Argonians have not threatened to invade their republic, and relations between the two nations are bitter.
Ashlanders still inhabit what is left of Vvardenfell, constantly searching for what they believe is the true Nerevarine to appear to them. They do not support New Resdayn or its leaders.
Summerset Isle
The centre of the Aldmeri Dominion, and the main threat against the Empire. It has received many threats from the Sloads and the Maormer lately, their first contact with the races in a long while.
Hammerfell
Continuing to fend for itself, Hammerfell has put up with major battles against the Thalmor. The Empire has recently sent support in to help, and is in the process of ceding it back into the Empire.
Stros M'kai has been pillaged several times by the Thalmor, and is barely holding on because of the lack of naval support.
Rihad has been completely destroyed, and is now being inhabited by the Thalmor.
Valenwood
The Thalmor have been using the dense jungles as a point to hide their bases in while they blindly attack the Empire across the Strid River. The Empire doesn't dare set foot in its dense jungles to pursue the Thalmor... In its current state.
High Rock
The province has closed its borders and refused contact with any other political power. Its status is unknown.
Rules
Combat
Combat outcomes will be determined by rolling twenty dice. The DMs will perform dice rolls... And shouldn't cause too much of a problem convenience-wise as long as the DMs stay faithful to the RP. A thirty roll is an absolute success. The only other effect contributing to a twenty is skill level. Anything below fifteen has a lesser chance of a success, anything above ten has a greater chance of a success. The lower/higher the number, the more drastically it counts into the chance of success. While numbers do indeed matter in the determination of attacks/hits, there are other factors DMs will consider in scenarios.
They are as follows:
Type of Weapon and its Damage Value
Skill level in the area of attack you/your opponent are using
Sometimes your traits (Depending upon the trait)
Some Attributes count depending on the attack
DMs determine your State of Life (Or SOL, if you wanna be cheesy about it). Your SOL is your general state of being, and includes crippling in its calculation. The SOL statuses are: Healthy, Light Wounds, Wounded, Heavy Wounds, Incapacitated, Dead
Crippling is added simply for a bit more realism. We're not trying to copy Fallout here, guise. Crippled limbs can only be healed by someone with a high Restoration skill. The effects of certain crippled limbs vary:
Head: Accuracy is severely decreased, archers cannot fire bows/crossbows.
Right and Left Arms: One handed attacks being can no longer be used on the crippled arm, and two handed attacks cannot be used if one/both are crippled.
Right and Left Legs: Movement is slowed, RPed as a limp. If both legs are crippled, one must crawl or be carried until healed.
Chest (Minor/Moderate/Severe): If Minor, half Stamina is lost, and attacks are weakened (About -5 points to the weapon's damage). If Moderate, Breathing is slowed and all Stamina is lost, and no attacks can be made. If Severe, Stamina is still lost and constant damage is slowly taken from internal bleeding.
Attributes
These are the Oblivion attributes (Some of them) because Skyrim's are not suitable enough for RPs. You have the ability to distribute 5 points to your Attributes. They start off at 10. We'll abbreviate them as PAEISM.
Agility: Defines how quick your character is in body. Helps with dodging and sneaking.
Endurance: Defines how well your character endures pain, and can help when your character is crippled to stay alive longer.
Intelligence: Influences how well your character can cast/learn spells and how well they are at working out battle strategies.
Personality: Defines how easily you can coerce/persuade NPCs into doing what you want... Also helps with the ladies.
Stamina: How well you can swing heavy weapons (Battleaxes, warhammers, etc.)
Magicka: Influences the difficulty of spells you can cast. The higher the Magicka, the more difficult spells you can cast.
Skills
These are Skyrim skills. They are the main force in deciding the outcome of battle situations. They also can help outside of battle. All these skills start off at 15. You have 10 points to distribute amongst these skills.
Magic
Alteration: The ability to cast Magic Armor, Magic Resistance, Spell Absorption, Light, Waterbreathing, Telekinesis, and Paralyze spells.
Conjuration: The ability to cast Summon, Reanimate, Banish, and Soul Trap.
Destruction: The ability to cast Elemental spells.
Illusion: Ability to cast Muffle and Invisibility.
Restoration: Ability to cast Wards, Heal, and Turn the Undead.
Combat
Archery: Defines your sharpshooting skill.
Block: Defines how well you can block.
Heavy Armor: Defines how heavy armor effects you.
One Handed: Defines how much damage you do with a mace, sword, or war axe.
Two Handed: Defines how much damage you do with a greatsword, battleaxe, or warhammer.
Stealth
Alchemy: The ability to use herbs to make healing solvents and potions.
Light Armor: Defines how light armor effects you.
Lockpicking: The ability to pick locks.
Pickpocket: The ability to steal from the oblivious.
Sneak: Defines how well you can skulk around without being noticed.
Traits
You get the choice to choose 3 traits. They can possibly change throughout the RP.
Shoot Dem Fireballs: You are better with Magic related Skills, but Warrior and Stealth skills suffer. (-3 to all Combat and Stealth Skills, +3 to all Magic Skills)
Milk Drinker: You have less overall HP, but your limbs are less easily Crippled. (-10 from the base 100 Health)
Not the Brightest Bulb: You're stronger, but are hampered in Intelligence (-2 to Intelligence).
Lifestyle of the Rich and Famous: You start off with 200 gold, and are beloved by the Nobles, however, common folk distrust you.
Bit of a [&@%!]: You gain dialogue options to sleep with an NPC, if needed. However, more prudent members of Society resent you for this.
Animal Lover: You gain an Animal Companion (Wolf, Dog, Nix Hound or Wild Cat) But do less Damage vs Animals.
No Solar Power: You do more damage at night, and Indoors (Vampires start with this trait).
Afraid of the Dark: You do more damage during the day.
Wolf-like Senses: Your hearing and sight are better (Werewolf only).
Maybe I'm Dragonborn?: You gain access to Two Shouts of your choosing (Dragonrend, Call Dragon, and Call of Valor are not allowed).
Arrow in the Knee: Your archery skills are better, but your legs cripple more easily.
Thalmor on the Outside: You carry a Natural Air of Superiority, making you blend right in with the Thalmor Justicars (High Elf only)
Dwarf at Heart: Can more easily tinker with mechanical things (Crossbows, Dwarven Machines, etc.)
Summoner: Your Summoned Creatures are stronger, but have a Small Chance to turn on you.
Warrior at Heart: Boost to Combat skills, but Weaker Stealth and Magic. (-3 to all Stealth and Magic skills, +3 to all Combat Skills)
Kleptomaniac:Bonus to Stealth skills, but Weaker Combat or Magic. (-3 to all Combat and Magic skills, +3 to all Stealth Skills)
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Character Sheet
You may want to contain it in a spoiler.
Name:
Gender:
Age:
Race:
Appearance:
Sexuality:
Biography:
Starting Equipment
Armor:
Weapon(s):
Shield (Not required):
Alchemical Apparatus (Mortar, Pestle, etc. Not required):
P:
A:
E:
I:
S:
M:
Skills
Alteration:
Conjuration:
Destruction:
Illusion:
Restoration:
Archery:
Block:
Heavy Armor:
One Handed:
Two Handed:
Alchemy:
Light Armor:
Lockipicking:
Pickpocket:
Sneak:
Traits:
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Current Players
VirtualWeasel as Rowtag
POMC S117 as Julius Sintav
|Now Playing as J'Gzarro|
Knight Captain Kerr as Ashira Rabinn
ChaosDawns as Jo'Mirr
Frost Mage as Valenius Ralen
Arch Mage Matt as Bentius Ordo
Savilius as Antius Drastus
Masked Pillow as Kerenan
Goldbrand as Kylar Thorne
Cardbird as Solomon Vanne
DarkEastwood as Lia the Muffled
Red Guardian as Vulkav the Invincible
Crepe the Ashlander as Andrieu Vittoire
The Shadow One as Nochte
Imp as He-Who-Tinkers
July 30th, 2012
DMs
Cardbird, VirtualWeasel
RP Theme Song
M
For Mature








