Of Eastern Snows (Elder Scrolls, Currently Recruiting)

OP

The Out Of World

Lichte's Brain
Location
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A little over four centuries ago, all of Tamriel lay divided and at war with itself. This time of great strife, the Interregnum, began with the fall of the Reman Dynasty of Cyrodilic Emperors and the assassination of the appointed Akaviri Potentates by the Morag Tong, a guild of assassins sponsored by the Tribunal Temple of Morrowind, which had remained the sole nation outside the control of the Second Empire at its peak. With the death of the holy bloodline of the Dragon-Blooded Emperors and the eradication of the Akaviri Potentates, the heartland of the Empire was soon consumed by political struggles and division of the provinces as they seceded from Imperial rule one by one. In time, only Cyrodiil itself remained a state of the Empire, and even then it was thrown into five hundred years of conflict between usurper kings and petty warlords vying for the Ruby Throne. But a shining star emerged in the midst of this raging maelstrom; a ray of hope to restore peace to Tamriel. It was none other than Tiber Septim, an ambitious general who fought in the campaign to unify the Colovian Estates, who stepped forward to take the crown of Cyrodiil after the tragic demise of his former king Cuhlecain and unify all the chaotic provinces of Tamriel under a single banner once more. Thus ended the Interregnum and began the Third Empire, and with it the Third Era. After eighty years of righteous dominion over the collective lands and peoples of Tamriel united, Emperor Tiber Septim passed from the mortal coil and ascended to the heavens to join the gods as the Ninth Divine.

Now we turn our attention across time and distance to the Imperial Province of Morrowind in the modern day. A scant thirteen years ago, the Tribunal Temple opened the island of Vvardenfell for settlement and development to the people of Morrowind and the Empire at large for this first time in untold ages. The volcanic island soon became the seat of an unprecedented economic boom caused by new businesses harvesting the natural resources of the previously untapped land, such as malachite and ebony. Imperial prospectors, colonists and members of the Dunmer Great Houses of Morrowind's mainland arrived in waves to strike a fortune in this new beacon of prosperity. But with prosperity came adversity. Just as settlers poured in with stars in their eyes and hope in their hearts, so too did the seed of evil worm its way into Vvardenfell. The Sixth House, an iconoclastic cult dedicated to the malevolent demigod Dagoth Ur who was infamous in Temple doctrine as the nemesis of Morrowind's triune gods, took root in cities and towns across the expanse of Vvardenfell and began to construct terrorist cells to bring mayhem to the unsuspecting populace.

Fast-forward three more years ahead, to 3E 417. A bizarre event of unknown nature takes place in the High Rock, where the forty-four independent kingdoms and noble lands of the Iliac Bay region are suddenly and miraculously united four primary kingdoms as if by magic in the span of three days. Rumors drifting on the wind whisper of time itself being distorted by the resurgence of the colossal Numidium, a titanic war golem constructed by the ancient Dwemer and allegedly wielded by Tiber Septim in the old wars of reunification. Historians name this bizarre occurrence by many titles, chiefly among them the Miracle of Peace and the Warp in the West. Scholars argue endlessly over the nature of this event, but one thing is for certain: the world is becoming a stranger place.

Civil unrest began to stew on the island of Vvardenfell, be it from the mounting fear of the Sixth House cultists and their nefarious activities or growing dissent of the Dunmer people with Imperial administration. Tensions came to a boiling point one year ago in the city of Balmora, when public dissatisfaction with increasing tax rates and tariffs on trade, coupled with the Empire cracking down on the infamous skooma smuggling route known as the Purple Lane, sparked a revolt among the city's citizens. The Great Houses expressed their concern to the Imperial Government through the Grand Council that further revolts may begin throughout Vvardenfell if the pressures of trade and taxation on the island are not alleviated soon.

And then came the straw that broke the silt strider's back: Earlier this very year, scarlet clouds of infectious pestilence roamed down from Red Mountain and coalesced into vicious ash storms that ravaged the environment and tainted vast swathes of Vvardenfell's citizens and wildlife alike with a cancerous curse of undeath. The Tribunal Temple issued an official statement, proclaiming the prophecized plague of "The Blight" had come to signal the return of Dagoth Ur. All of Morrowind was quickly embroiled in a silent panic as this supernatural evil began to spread throughout Vvardenfell. Deranged cultists, diseased ash storms, men and mer cursed to live on as walking corpses, all of these ignited the fear of Morrowind's denizens like brushfire. The world has become stranger yet again, but this time it was no Miracle of Peace that transpired.

Many stayed on Vvardenfell, for the island had become their home and they had nowhere else to go. Surely the gods of the Tribunal would defend them, they thought. The more skeptical members of the populace did not share this sentiment and saw fit to get as much distance between themselves and Vvardenfell as possible. People began to emigrate from Morrowind in far greater numbers than the Empire's Census and Excise Administration could process, causing stopgaps to be placed on immigration in and out of Morrowind so as to keep their workload within manageable levels. In response, various entrepreneurs found a new source of income for those who would claim it by right of daring and enterprise. Ferries and charter ships began to accept stowaways for a modest price, smuggling passengers past customs and out of the country behind the watchful eyes of the Empire. By no means was it legal, but the recent restrictions on emigration had made it almost impossible to leave Morrowind in a timely fashion to escape the mounting insanity of bloodthirsty cultists and magical ash-plagues.

This is where our story begins in earnest. It was a simple affair: board a shipping vessel at the city of Blacklight, grease the palms of the ever-generous sailors for 'discrete' passage into Skyrim and disembark at Windhelm where you could escape Morrowind's rising turmoil. These people had experience in the business and assured you'd get to your destination without a single interruption, smooth as butter. The bits of legal jargon thrown in here and there soothed your nerves a bit. Everything would be fine. Or at least, it was going to be fine right up until the ship was halted by an East Empire Company galleon and threatened with promises of cannonfire lest they halt in their tracks. The boat was boarded, the cargo hold thoroughly searched and the additional passengers were discovered. It didn't take long for the EEC officers to place you under arrest and toss you in the brig of their galleon with the rest of the charter ship's crew before unceremoniously setting the entire galleon ablaze.

You've spent the last two days in a prison cell in the dungeons of Windhelm, sharing this cozy little space with some of your fellow extraneous passengers from the boat. You haven't seen hide or hair of the crewmen since the galleon took port at the city docks and marched you all straight to prison. What happened to them? What will happen to you? Will you rot down here for the rest of your life? All these questions drift through your mind. Not much else to do but think, and maybe talk with your cellmates. Hopefully something will happen soon to break the dull monotony.
 
Mechanics & Rules
This RP will be freeform for the most part, but with 1d20 rolls (without any modifiers to overcomplicate things) for handling combat checks. The rest will be kept as simple as possible since I have neither the time nor the patient to get bogged down in a comprehensive system.

More info may be added to this section as it becomes relevant.

Rules:

1. Standard site roleplay regulations are in effect. No godmodding, no metagaming, no inappropriate content.
2. Be reasonable and polite when dealing with other players; caustic and/or condescending behavior will get you kicked from the RP.
3. All character applications will be submitted in the OOC thread and threadmarked if they are accepted.
4. No more than five characters will be accepted for this game. This is a hard cap. Additionally, characters shall be judged by quality rather than a first-come-first-serve basis, so if you submit a character profile you'll get just as much effort out of it as you put in.
5. This RP is set in the Elder Scrolls series, and as such players are expected to have some basic understanding of the in-universe history, phenomena and other parts of the setting prior to applying.
6. Any instance of action that violates the above rules will be punished with an immediate ejection from the RP, as will causing moderator intervention. Forcing the GM to intervene will do the same.
7. This is an introductory game, so keep your characters fairly low-scale in terms of equipment and capability.
 
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Character Creation
Below is the template by which you will be formatting your character profiles. A character can have up to 600 Gold as a basic starting item. Spells, however, can be allotted for one spell per 100 Gold subtracted from your starting value up to a maximum of six, excluding innate racial abilities. Other abilities can be either special or mundane, but it's best to list any important occupational skills you might have and not just martial stuff.

Characters can have a maximum of two enchanted pieces of gear, which must be marked with an (Enchanted) suffix. See the Example Character Profile for more details.

Spells can be selected from any of those canonically available in Morrowind, Oblivion and Skyrim. The same goes for Armor, Weapons and Clothing. Be sure to pick equipment that suits the general level of quality outlined by the GM for a particular game - many varieties of magic, weapons and armor are better than others.

Status
Name: -
Gender: -
Age: -
Race: -
Height: -


Background
Appearance: -

History: -

Personality: -


Abilities
(Ability): Description

Magic
(Spell): Description

Equipment
Clothing: -

Armor: -

Weapons: -

Other Items: -

Gold: -
Note that the following races are merely the baseline and therefore are not the only options available. If you wish to use something not covered by the below examples, ask the GM.

Cyrodilic (Nibenese)
(Voice of the Emperor): The inhabitants of Cyrodiil, commonly known as Imperials, have a long and proud cultural history based on communication and organization that allowed them to become the most cosmopolitan of cultures. This social strength is especially true of the Nibenese of the Eastern parts of the heartland around the Nibenay Basin. Grants highly heightened aptitude for diplomacy, bartering and bargaining.

Cyrodilic (Colovian)
(Star of the West): The people of Western Cyrodiil, the Colovians, are known for their adventurous spirit and military prowess as mercenaries or soldiers of warlord kings. This power, when invoked in battle, revitalizes an exhausted or incapacitated fighter and allows them to keep on battling with nothing but sheer unconquerable will.

Nord
(Atmoran Blood): The Nordic people boast great skill as seafarers and warriors, owed to a long cultural history filled with strife and migration. Their natural aptitude for frozen climates makes them at home in the snowy wilderness of Skyrim and grants a strong passive resistance to frost magic and low temperatures that would normally endanger others.

(Nordic Frost): A damaging frost spell that concentrates magic through a physical focus to chill enemies at close range when engaging in melee combat, often numbing a target's fingers and causing them to lose grip of a weapon.


Redguard
(Yokudan Stamina): The warrior people of Yokuda are known for their superb robustness, which grants a formidable resistance to disease and poisons.

(Adrenaline Rush): In addition to their hardy constitutions, Redguards are capable of invoking a sudden rush of energy to increase their speed and dexterity in a short burst, which makes them deadly opponents in a swordfight.


Breton
(Dragonskin): The Manmer of High Rock have inherited a great deal of magical aptitude from their Direnni ancestors, who founded much of Tamriel's arcane practices. This is accompanied by a slight passive resistance to magic, which can briefly be amplified to absorb half the power of an incoming enemy spell to restore their own magicka reserves given proper preparation.

Reachman
(Riastrad): Among the Witchmen of Eastern High Rock and Western Skyrim, there are select tribes whose blood thrums with ancient hedge magic born of pacts with Daedric Princes such as Hircine, Malacath and Molag Bal. This 'war spasm' is notable for causing their hair to stand on end and their eyes to occasionally hemorrhage with blood while heavily reducing damage taken and knitting shut wounds and broken bones.

Orc
(Berserker Rage): A sudden burst of furious bloodlust that slightly reduces damage taken and greatly increases physical strength for a short period of time.

Dunmer
(Veloth's Blessing): A passive resistance to flame spells, high temperatures and caustic atmospheric conditions such as volcanic ashfalls stemming from ages of living in Morrowind since the exodus of the Prophet Veloth, who shunned the Aldmer culture and founded a nation based on Daedric principles.

(Ancestor's Wrath): A close-range flame spell that cloaks select portions of the user's body in fire to create an incredibly lethal combat style. A full-body cloak may be cast, but it runs risk of exhausting this power much faster.


Bosmer
(Whisper of Y'ffre): A power to communicate and empathize with animals and beings to tied nature to some extent, as well as command creatures with the most rudimentary levels of intelligence.

(Leafcloak): A chameleonic camouflage that functions in forested areas, allowing one to blend in and vastly decrease their visibility. Does not work on unexposed portions of skin.


Altmer
(Highborn): The High Elves of Summerset claim to bear the closest lineage to the Aldmer and by extension, the original Ehlnofex spirits and divine ancestors of all elvenkind. They sport higher reserves of magicka and arcane aptitude than most races, but are also more susceptible to enemy spells in turn. With a proper exertion of will, they may call upon the mystic potency in their blood to temporarily force a regeneration of their magicka.

Khajiit
(Desert Walker): The catfolk of Elsweyr have many biological traits that lend themselves to a life of subterfuge: hidden claws and sharp fangs for rending flesh, eyes that see perfectly at night, footpads that render their movements silent when barefoot and a tail and whiskers that bolster their balance, granting them considerable acrobatic talent.

Argonian (Saxhleel)
(Histskin): Black Marsh's native Saxhleel, also known as Argonians, have been gifted with a near-complete immunity to all natural poisons and diseases, as well as a faster passive rate of wound recovery than other races.

(Waterbreathing): One of the Saxhleel's most noticeable features is the gills they sport behind their ears, which enable them to breathe in water and function efficiently in their swampy homeland.
Status
Name: Cuhlecain Sifr
Gender: Male
Age: 34
Race: Cyrodilic (Colovian)
Height: 6'3"


Background
Appearance: Cuhlecain is a very Colovian man. In fact, he's the most Colovian-looking Colovian to ever come out of Colovia.

History: Cuhlecain was born in Falkreath, and thought it is a town in Skyrim, do not be fooled; Falkreath is a part of the Colovian Estates nonetheless. He united the Colovian Estates with his General Talos AKA Hjalti Early-Beard and captured the Imperial City in Cyrodiil, only to be murdered by an assassin from High Rock just hours before he was about to begin his coronation ceremony. Hjalti coincidentally is also from High Rock and became the Emperor in his place, but it's okay because Tiber Septim made the Cult of Emperor Zero in his honor.

Personality: Cuhlecain was venerated for his wisdom, military insight, etc. etc. He loved his wife Medea more than anyone else, even if it was an arranged political marriage at first and she hailed from a tribe of Witchmen in the Reach. He really doesn't like Tiber Septim.


Abilities
(Dragonborn): Born as a mortal incarnation of the god Akatosh, Cuhlecain is capable of permanently killing dragons and absorbing knowledge of the Thu'um by devouring their souls. Shame there aren't any dragons around to kill, though.

(Star of the West): The people of Western Cyrodiil, the Colovians, are known for their adventurous spirit and military prowess as mercenaries or soldiers of warlord kings. This power, when invoked in battle, revitalizes an exhausted or incapacitated fighter and allows them to keep on battling with nothing but sheer unconquerable will.

(Tactical Wisdom): Cuhlecain is famed for his immense skill as a military commander and charisma, with which he united armies and conquered territories in a campaign of reunification across the Colovian Estates. Even his enemies, the Reachmen of West Skyrim, were convinced to ally with their longtime enemies thanks to his political insight.


Magic
(Bound Sword): Conjures a sword of magical energy in the caster's hand for a limited time.

(Levitate): Gradually lifts the caster into the air, enabling enhanced vertical travel.

(Calm): An Illusion spell that decreases the affected target's hostility, making them more docile and amenable to tempered interactions.


Equipment
Clothing: Silk Robes, Fur Shoes, Cloth Gloves, Silver Ring of Disease Resistance (Enchanted)

Armor: Chainmail Cuirass, Colovian Fur Helm, Glass Boots, Steel Gauntlets, Leather Greaves

Weapons: Steel Sword of Flame (Enchanted), Iron Shield

Other Items: Medea's Sapphire, Battle Plans for Old Hroldan

Gold: 300
 
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So what are the character creation rules here? Anything goes as long as it's 3rd age compliant or what?

I'm thinking of a Bosmer Lycanthrope, but I'm familiarizing myself with the lore some more first.
 
So, if we apply we're Morrowind escapees in the time of the Nerevarine, now in Skyrim?

...also, how much of the weirder TES Lore are you going to be using in this?
 
Answering questions in depth this time
Anything goes as long as it's 3rd age compliant or what?
More or less, but the more unique submissions will take more time to customize and properly adjust their backgrounds.
So, if we apply we're Morrowind escapees in the time of the Nerevarine, now in Skyrim?
And don't forget the apocalyptic continent-wide Daedra invasion that's just six years away
...also, how much of the weirder TES Lore are you going to be using in this?
Some of the weirder and more neglected bits of lore will be present, but I'm gonna stay true to the fantasy roots and not wildly swerve into a sci-fi action spy thriller

Headcanons and things like that will be applied a bit and player headcanons may be accepted upon review depending on their content, so don't be afraid to get creative
 
Hmm... I'm tempted to submit Lucien Lachance for a fun prequel murder-spree...

Will dig further after I'm caught up on SV and have some extra sleep under the eyes.
 
Hmm... I'm tempted to submit Lucien Lachance for a fun prequel murder-spree...

Will dig further after I'm caught up on SV and have some extra sleep under the eyes.
I've been considering a former member of the DB who fled to Morrowind after a less than friendly 'resignation', and is now praying to the Divines that it's been long enough that his former family have stopped actively wanting him dead. Or that at least that the DB in this province won't recognise him.
 
I've been considering a former member of the DB who fled to Morrowind after a less than friendly 'resignation', and is now praying to the Divines that it's been long enough that his former family have stopped actively wanting him dead. Or that at least that the DB in this province won't recognise him.
Well I have good news and bad news

The bad news is that Lucien is 100% loyal and has a fair chance to make it back to Cyrodiil CX

The good news is there's lots of space to run and hide in Skyrim :V
 
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