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    1. Too Old 4 This 11 yrs ago

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I'm kind of hoping at least one PC will respond to the giant golem hammering his fists into the earth and invoking a shockwave of creation magic. If I have to NPC it, it's just such a waste. I'll use Wynne, maybe, if no one responds.

Remember the whole idea of the Grey Wardens is that they do what works. Everyone else is caught up in culture and history, but the Wardens will do whatever they can that works. The rest of Ostagar see this golem as a menace, something to be feared, but the Wardens should see him as a tool, something which can be used against the Blight.
Azathoth said
Imperial Legion Forester


LoL these guys were by nemesis during my Brotherhood playthru of Oblivion. X-ray vision should be listed as one of their abilities.
In this little amount of time I've known Superfly I can be sure that she'll not allow any nonsense on the scale of multiple dragonborns running about (not to say there shouldn't be one or two well written ones). This is a faction RP which means most of the antagonists will be player controlled. Speaking for one of the villains I have no illusions about winning. I actually want the heroes to succeed but want to make it as interesting and challenging as possible.
@Superfly Thanks. This will be the first time I've played a villain outside acting as GM. Hopefully she's challenging enough to keep the PCs in Bravil busy. Maybe she gets destroyed by midgame, maybe she winds up as a BBEG. Whichever. If the heroes rise to the challenge and dust her, I'm not attached and can role another character or continue playing as one of her spawn.
Don't we need Orcs before we can have half orcs?

SyrianHamster said They already exist in the D&D universe, you may as well copy and paste it or just link us to the wiki page. Would save you some time.


...I would suggest that if saving time rather than making something unique and interesting is the motivation, that one simply not submit anything. That way zero time is spent. It doesn't get any better than that.
Character is up. I'm thinking we still need a few more. The percentage of people in the interest check who make it to game is comparable to the percentage of sea turtle hatchlings who make it to adulthood.
name: Dar-zel

Age: Apparent: 17 Actual: 124

Gender: Female

Race: Argonian

Appearance: Dar-zel is a tall thin Argonian whose jaw hides viper-like fangs and whose eyes flash with a predatory glint. She wears light ragged robes of gray and black which blend with the shadow and are often damp and dripping from her time in the murky waters surrounding Bravil. On the streets of that shanty town she is easily mistaken as a common reptilian beggar.



Job: Necromancer/vampire. Dar-zel occupies one of the flooded ruins near Bravil, known locally as Veyond Cave, which opens along the riverside. She makes her lair in a refuge only accessible by way of a long underwater swim through an inundated labyrinth of tunnels. For food, supplies and fresh corpses she ambushes travelers both on and beside the river making sure to only take those she suspects will not be missed. She will also, when necessity arises, swim into Bravil through its canals in order to prey upon beggars and thieves. When she needs to interact with mortals she assumes the guise of a poor, ignorant river trader and pilots a small dilapidated raft lashed together from driftwood.

Personality: Dar-zel views mortals as little more than livestock, cows for the slaughter, however, she rarely underestimates them for she knows that even a dumb animal can be dangerous. As a result she prefers not to face opponents she deems dangerous and shies from contact with skilled warriors and accomplished mages. Bereft of any personal vanity, she easily swaddles herself in the guise of a miserable beggar and plays this act whenever around mortals in the daylight. When she must attack a worthy foe she does so from secret, hiding while sending in her undead minions to finish them off, occasionally creeping in during the chaos to deliver the deathblow herself with her dagger.

Skills: Conjuration and Restoration (Master), Stealth (Expert), Enchantment (Adept), Onehanded (Apprentice), Alchemy (Apprentice), Speechcraft (Novice), Pickpocket (Novice)

History: Dar-zel grew up as a homeless hatchling in Bravil seeing through her eyes the worst of both men and mer. She grew disgusted with all people and chose instead to spend her life in the canals, interacting with them only long enough to pick their pockets and preferring the company of watersnakes and river gar. It was from the murky water that she first saw him, a stranger in Bravil who stole not only wealth but life from his marks. She was intrigued by this creature and followed him from the safety of the water back to his lair in a nearby Aleid ruin. There she was finally caught by the monster, but instead of killing her outright he recognized the advantage having an Argonian underling who knew the canals and corridors of the city could bring him. He offered her the 'gift' of vampirism that night more than a century ago and not fully understanding what that meant, Dar-zel accepted.

In the coming years, the young vampire broadened her knowledge learning the arts of conjuration and restoration from her master and combining them to become an accomplished necromage. Gifted by her birthsign of the Ritual she found she possessed a natural talent for raising and controlling undead. Combined with the stealthy skills of her youth she was well equipped to survive the rigors of life as an eternally hunted abomination. Hunters claimed her Dunmer sire not long after her training, but not before he was able to convey to her secrets about the world of the dead and the merchants of souls. He called these merchants, with whom all necromancers and enchanters bartered, knowingly or not, the Ideal Masters. In the coming years, Dar-zel spent more and more time researching these Ideal Masters and the Soul Cairn they inhabited. She ambushed caravans heading for Bravil's Mage's Guild or the Imperial libraries, stockpiling more and more lore on the subject. Although she lacked the alchemical skills to open any kind of doorway into soul cairn she did eventually discover the secrets of summoning the dead directly from that dread place. With these new gifts came instructions and omens of a dark future. Bound to the masters by oath and spell, Dar-zel awaited their instructions with sanguine anticipation.

Finally the order came, she was to travel by water way secretly into the Imperial city. There she randevued with other cultists, vampires and mortal necromancers both and they prepared for the coming of the Ideal Masters, raising an army of dead below the city to rise up at their return. When the white tower turned black, they came to the aid of darkness, boiling up out of the city like a pestilence and turning the tide against the Imperials. With the battle won and the city in the hands of the Masters, Dar-zel returned to Bravil under orders to prepare that city for conquest, recruiting others to their cause and bolstering ranks of her own undead servitors. Specifically she was to seek out an alchemist with the skill to open a permanent gate to the Soul Cairn and recruit him or her to their cause, willingly or unwillingly.

Equipment: Dar-zel has spent a long time furnishing her lair at Veyond Cave and has stockpiled a large amount of literature on arcane subjects, specifically necromancy. She has created altars attuned to the Soul Cairn which, although they lack the ability to create a stable portal, allow her to summon the denizens of the Cairn, the bonemen and wraithmen, at ease. At her lair she has access to an enchanting altar, an alchemical work station, and a stockpile of soulgems and staves she's cached over the years. Through her altar and by means of her oath to the Ideal Masters she is able to corrupt grand and greater soul gems, making them black, but can produce only so many in a given period.

When travelling outside her lair, the vampire wears the ragged robes of a beggar, with a hood to conceal the gleam of her eyes. Since she lacks any skill at destruction magic, she relies instead on an ebony dagger, a possession of her late master, which bears a powerful enchantment for draining magicka.

Starting Point: Bravil (outskirts)
Wired said
Getting the group together does sound fun. It may be an easier setting to get used to the writing style as well. :D


Right because you can get your character's internal state out there through dialogue and communication which leads to exponential complexity because instead of you just stating it, you now have feedback from other players which leads to more feedback and so on.

Early game is admittedly annoying because you are necessarily forced in your writing to form the group. This is why I had Duncan talk to Joras. It made a connection between characters (in addition to some juicy dramatic irony considering that character's personality).
Primal Conundrum said I'm toying with the idea of just saying "No furries or creatures parodied in the Twilight novels"


This is what I would recommend. Animal races are usually very derivative and predictable. You take the stereotypes connected with the animal and just project them into a culture. Cat folk are lithe and graceful, ratfolk are greedy and sneaky, and waspfolk are assholes. Vampires and werewolves, on the other hand, are simply overdone and it is wasteful to drag them into a boundless game when you can't throw a stone without hitting a vamp/wolf rp. It's like when a redneck goes to an authentic Italian restaurant and then orders hamburger and fries. Quite rageworthy.

One thing you could do is provide more base information about the world and its themes. How does magic work, what is the general technological level, what is the cosmology like (are there gods, spirits, otherworlds or whatever). If you provide this skeleton you might get more coherent ideas from people. Like if I say magic is all animistic (relies in some way on spirits), technology is early Renaissance, and the cosmology is dualistic with a material and spirit plane, then from that you still have infinite options but the things people come up with will seem to be part of the same world.
Dead Cruiser said Though I would note that dragons don't breed. They're lesser Aedra, essentially the closest thing to angels in TES.


Crap you're right. My bad on that one.
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