200 years after the Dragon Crisis that ravaged throughout Skyrim, the Daedric Princes are out to cause chaos across all of Tamriel. Out to completely take the mortal realm for their own, several princes have decided to band together to take the realm for themselves; their first target being potentially the biggest threat, the continent of Tamriel. They begin their war by gathering a mass of followers, in secret, from every social class, aiming to take down even the mer and men from the inside; whilst attacking with daedra.
Through their own personal actions against individual Daedric Princes, a rag tag team of mercenaries end up joining together to unfold to grand scheme of the Princes and end it themselves.
Empire:The Empire that once was has dwindled down to only being stationed within the province of Cyrodiil. Barely being able to even called an 'empire'. The current ruler is a young naive Imperial that gained his position through suspicious circumstances. The empire is currently not at war, having been reduced from the onslaught The Aldmeri Dominion, are purely trying to regroup themselves to just survive as a singular force.Magic, Weapons, Armor, Miscellaneous Items, And More:
The Aldmeri Dominion: Having went to war with the Empire once again soon after the Dragon Crisis in Skyrim, they have went on to further expand their reign. Not only do they strongly control Summset Isles, Valenwood, Elsweyr, but as well of taken Black Marsh. They are currently going to war with the unified nations of High Rock and Skyrim.
Skyrim: Through the Stormcloak Rebellion, Skyrim became an independent nation. Soon after the Aldmeri Dominion nearly completely took the Empire down, they became the new targets of the Dominion. Skyrim currently is at war with the Aldmeri Dominion, allied with neighboring province High Rock.
High Rock: Following Skyrim's result in leaving the empire, High Rock had its own rebellion to rid their country from the Empire; which proved easy as the Aldmeri Dominion was attacking the Empire itself as well. They have allied themselves with Skyrim to currently wage war against the Aldmeri Dominion.
Morrowind: With Black March falling prey to the Aldmeri Dominion, Morrowind became its own independent nation. Morrowind has been the one province of Tamriel to not be at war or war ridden; making them potentially the only province to flourish in the few hundred years.
-You can use any spell that has been shown in the TES Universe, as long as you have the appropriate skill level to accompany it. If you are unsure if you can use a certain spell, either ask in a PM or here and I can tell you; or you can leave a '(?)' beside it on your character sheet and I will tell you afterwards Yeah or No on it.
-You can also create your own spells, completely custom and your own. When you make them, just be sure to give a description of its usage and mechanics; although, please keep it realistic and not totally overpowered and..well stupid.
-According on your level of skill for the certain school, determines the amount of spells you can learn. The following is how they can be determined:
- Novice: 5
- Apprentice: 10
- Adept: 15
- Expert: 20
- Master: Unlimited (within reason)
-Shouts, you can indeed learn them; although since no one is Dragonborn, you learn them through years of training. You can learn up to three full shouts. The drawback is that due to you needing to spends years to master even one, you can get the benefit of the doubt and be 'blessed' to learn more, other skills will be lowered when compared to someone of equal power who didn't learn the ancient power. Using shouts, you lose one skill to be at Master level, leaving you with only two at highest peak. Shouts that WILL NOT be allowed are Resurrect Dead Dragon, Meteor Storm, Soul Tear, Call Dragon (Or the likes). Other may be added later on if others have more that think they are too powerful, etc. to be allowed.
-You can you practically any weapon you wish, with the exception of unique, powerful, Daedric artifacts, or other similar weapons. Though some canon weapons can be used, even some Daedric Artifacts, most will be not allowed to be used or have a side mission one could partake to gain the item. If there is an item from TES you wish to use, feel free to ask and we'll see about it.
-Your weapons don't even have to be completely canon. Like spells, you can create your own customs weapons; mix things up. Just keep them believable and within reason, all I ask.
-Enchantments on weapons can, like weapons and spells, be from anywhere as long as it is part of TES. Though you can make up your own spells and weapons, enchantments have to be canon; as at present there are plenty to choose from and thing could get out of hand with this part.
-The rules for armors essentially follow the same guild-lines as weapons. No real difference that I can think of.
-This part applies to pretty much everything that isn't a weapon or armor that one would use. All I have to say regarding this is to keep what you carry within reason (Not carrying dozens of soul gems or lockpicks on your person) and that everything, unless stated otherwise, is to be canon.
-If you choose to become a vampire, well first off your age can be whatever (XP). You can buffs in one of three aspects: Strength, Stealth, or Magic. Whichever you choose, you gain additional health, stamina, and magicka, respectively. As well as being able to exceed the Master level of one skill. (Ex. Humans would be maxed out at 100 One-Handed, a vampire with Strength aspect could have 125. In terms of numbered levels). They also gain a special ability, that changes from person to person, that can give them a temporary buff of some sort. (Your choice, keep it clean). However, they do come with their drawbacks; such as being vulnerable to fire, can die in direct sunlight (Wearing protective clothing stops instant death, but stunts regeneration), as well as being shunned by most the public communities.
-One cannot become a Vampire Lord, no questions asked, no exceptions.
-One can be, or become, a werewolf. Their mechanic is fairly simple: You can manually transform into a bipedal wolf-man to attack and maul down your foes. When one transforms they gain a large boost in their Health and Stamina. With claws as their weapons, they can deal quite a bit of damage; combined with high stamina, can chain powerful blows together. They don't have any special abilities, being mostly carnal, straight-forward attackers; although, they can roar to invoke, or try to, fear into their foes to allow for easy killing.
-By feeding upon a dead corpse, they can regain a portion of their health.
-Once transformed, one cannot leave that state for some time; and from time to time lose sense of their humanity and cannot tell friend from foe.
-On night of the full moons, they automatically transform into their beast form; usually losing most their humanity whether they fight it or not and go on rampages.
-Due to being Hircine's creation, and he being one of the Daedric Princes that is taking part in conquering Tamriel, there is a possibility that a werewolf made be forcefully made into the servant of Hircine to do his bidding.
-One can indeed use their racial ability, and gain all the perks that their races gains. For the sake Character Sheet:
of no confusion, we'll be using Skyrim's racial abilities and buffs.
Name: (Can be whatever you like; though I do ask that if possible try and stick with the lore and culture behind the naming of each the races. To have some amount of authenticity about it.)Feel free to add onto this, kinda just came up with it off the top of my head.
Age: (Can be anything from 20, to 400. Just keep it realistic to bio, skills, and etc.)
Race: (Altmer, Bosmer, Redguard, Orc, Dunmer, Redguard, Imperial, Nord, Breton, Argonian, Khajiit. NO
custom races. If a werewolf or a vampire, list it as well here, Like: Redguard/Werewolf)
Affiliation: (Thalmor, Empire, Skyrim/High Rock, etc. and/or Guilds. List any former ones as well, just state they are former affiliations.)
Class: (Mage, Warrior, Thief, Assassin, etc.)
Appearance: (Picture and/or description.)
Personality: (Optional, but preferred)
History: (Optional, but preferred. May come up as part of the story, so best to have something; at least in mind)
Major Skills: (3 skills that would essentially be your Master levels skills)
Minor Skills: (Up to 5 skills that you would have skill in, just not Mastery of. State the level of skill, as they can range from Novice-Expert. And keep it real, will not accept one with all 5 skills being Expert level.)
Weapons: (List any and all weapons and their information, as well as their bodily placement.)
Armor: (List the armor you have, and all its information.)
Spells: (List all spells, as well as their governing school. Shouts shall also be listed here.)
Miscellaneous Items: (Other items you carry with you. State if you carry it on your person or in a pack)
Stats: (Although we won't be having direct stats to govern things, there will be a small system to give an extra understanding of where you stand in terms of power between Health, Stamina, and Magicka. For this part, just simple list in order how much they are, which is the most, which is the least. Simply: Magicka, Health, Stamina. There, Magicka would have the highest number, thus be the highest stat; meanwhile stamina is the lowest.)
Daedric Princes and Daedric Targets:
-Everyone, with the exception of 'The Hatter IV', will be choosing one of the 'evil' Daedric Princes that they will be roleplaying as. Not only do you play the part of the menacing 'gods' but you also get to collaborate with myself, and other GM's if there are, on how your Daedric Prince can move forward. I'm wanting to give a certain amount of freedom to you all to e creative on how they progress, but not too much (XP). You will also get to create your own special type of Daedra, aside from having hordes of the regular canon ones.
-A Daedric Target is simply the daedra everyone will be targeting. You choose one and have some connection, or coincidence, to and ends you up leading to joining with others to stop the unified Princes. You cannot play as a Daedric Prince and target with your adventurer the same Prince.
-The beginning of the RP will consist of everyone on their own specific lead against their target Prince that will lead them to join up. I hope that this doesn't end up being too long so we can get to the development between us all specifically. But it is to serve as an opening and conjoining portion before meeting up to find out just what's going on.
-When you post your character sheet, simply state with Daedric Prince you wish to RP as and which will be your target. You cannot target a Prince that someone targeted already, sorry first come first serve I suppose. You can however, as a minor type deal, be out for a another. Example being: Your target is Mehrunes Dagon, but you have some history involving Molag Bal you feel the need to settle. We can work that in and see how it could develop it needed be.
-I cannot stress how much you will need to play these roles of Daedric Princes right! O: So please, even if you may like one of them, if you think you cannot play their role rightfully; don't pick them. (Example, Sheogorath is by far my favorite character in all of TES, yet I feel I won't be able to portray justly; so will leave it to one of y'all.) But do not fret, I won't be strict about this, just..well yeah you all get it I hope! >_<
-For some who's personalities we may not know much about, I will leave it purely to you to portray them how you feel they would be.
-You also get to choose the 'reason' that your Prince is taking part in the coalition to take Nim, with myself of course. So feel free to be creative, spontaneous, fun, and all. ;D
-Yes, it is possible to become the champion of one the Princes. Which does indeed allow access to their artifacts. More details later if someone is interested in it.
-The other Daedra, that cannot be played as, will possibly make an appearance. As side missions, or directly involved with the story, will just have to see.
-The following are the Daedric Princes that can be used:
-The following is the list of what Daedric Princes are already chosen as their adventurers target. Once chosen, they cannot be chosen by anyone else:
- Mehrunes Dagon
- Molag Bal
- Namira (VeilOfMaya)
- Sanguine (Jannah)
- Sheogorath (Jannah)
- Hircine (Tavi)
Any questions, comments, suggestion, or whatever, don't be afraid to post or PM me. First time as a GM, so I will take any advice, tips, etc. you can give. Haha ;p