A
Almighty-Kuma
Guest
THE LEGENDS OF TAMRIEL
An Elder Scrolls RP
An Elder Scrolls RP
SIGNUPS ARE CLOSED!
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Hello! My name is Kuma and welcome to the experience known as the Heroes of Tamriel, taking place in the home of the Elder Scrolls series. In the first chapter of this beautiful northernmost land of Skyrim! Dragons The Harbingers of the End Times returning to Tamriel after ages of "prosperity"? A civil war breaking up the land? Who better than to save this ice cap than the heroes spanning from many other provinces? I'm glad to welcome you and your allies alongside my co-GM, Zelosse! We hope to see you there!
RULES AND GUIDELINES- The usual RP rules apply of no godmodding or rule breaking. Repeated noncooperation and breaking of this rule will result warning that will eventually lead to a ban from RP and the Discord server.
- There will only be one Dragonborn. Just one.This RP is designed to follow lore and also be an entertaining experience, not be an adventure where there's seven Dragonborns going around Tamriel with powerful shouts and decimating opponents or just one person doing everything at once.
- Be respectful to your peers and treat everyone equally. There will be no kissing ass (difference between complimenting and kissing ass), harassment, or aggressive debating in this RP. We are here to have fun as a group.
- Take time and consideration into your character sheets. Do not post incomplete sheets or sheets that have no effort into them. Also take in consideration of the lore that happened in the Fourth Era. There's no Ebonhart Pact or Dagoth Ur in this roleplay.
- Make sure to come into the roleplay with some prior knowledge of the Elder Scrolls. Knowing some of the lore that has happened in the Elder Scrolls series is pivotal to enjoying this RP fully. People who signed up that have played Morrowind or Oblivion will be pleasantly surprised.
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THE MAGE
Permanent bonuses for those prioritize The Mage style include reduced magicka consumption, spells are more effective when cast on self/others, and more powerful enchantments.
Illusion: The school of Illusion involves the manipulating the minds of others, whether that be good or bad. These include spells that require hand contact that will make opponents feel like the world is weighed down onto them or see images of themselves cutting at them mercilessly, have allies feel like they could take an entire army or have a guardian with them at their side as they battle or manipulate the dreams of others' for your own gain.
Alteration: The school of Alteration involves manipulating the environment to your own personal gain. You could force locks open with a spell, have control over resistances and attributes, learn how to control your Magicka more efficiently in a focal point or become a Vancian mage that has no magicka but magical charges for uses of spells. This school could dramatically change how you use magic altogether, so it should be approached with extreme caution.
Destruction: The school of Destruction involves manipulating and harnessing the energies of either frost, shock, or fire magic. One could either be intermediate use all elements or become a specialist with a more powerful form of their specific element. All Destruction spells all have increased effectiveness in certain environments (sunlight for fire, rain and storms for shock, snowfall for frost). Specialists will find that they effect the ground they walk on, either having enemies become inflicted with frost, being exposed to large bursts of energy, or be scorched.
Restoration: The school of Restoration involves manipulating life forces as well as increasing Stamina, Magicka and Health resources. This includes provide blessings to allies to boost their attributes, along with curses for their allies via holy flames. Wards also have increased effectiveness now. There is the inclusion of auras that could decrease their opponents' magical abilities and have them burn in holy light. This is also used for the straightforward healing spells. One could also learn the blessings of the Divines or Daedric princes.
Conjuration: The school of Conjuration involves necromancy and summoning creatures from the realm of Oblivion. This involves buffing summons and resurrected bodies to be buffed by using alchemical agents such as Hagraven feathers and human organs, along with them being boosted just by the caster being around them. They can be effected by shock or fire spells to become supercharged or ticking time bombs. A Conjurer could use bound weapons more effectively, inflicting plague and disease onto their opponents.
Enchanting: The school of Enchanting involves enchanting items to become significantly stronger. This includes weapons and armor. Enchants all together get stronger, no longer having specifications. One craft staves at the enchanting station, along with upgrading enchanting stations for stronger and more effective enchants.
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THE WARRIOR
Permanent bonuses for those that prioritize the Warrior style are granted faster attack speed, slightly increased armor rating and more effective smithing.
Note: Weapons apply bleed/defense debuff/stagger depending on the weapon used. Weapons also hurt more and armor protects more.
Light Weaponry: The weapons that are faster and are in one hand (or duel wield if you're a weeb). This type of weaponry include longswords, shortswords, tantos, hammers, maces, war axes, and other things to bash skulls in or slice heads off. With the inclusion of those, there is also the choice to use hand-to-hand/unarmed combat.
Heavy Weaponry: The weapons that are slower and hurt more that are held with two hands. This type of weaponry include greatswords, nodachis, halbreds, battleaxes, wathammers, and others things to stagger and overpower the enemy.
Ranged Weaponry: Shortbows, longbows or crossbows. Specialize in either being awarded for being agile and flanking, make every hit count to be deadly, or enhance functionality respectively.
Heavy Armor: Armor that provides protection over movement. As one gains more experience with heavy armor, they would see that heavy armor would weigh less due to their exposure to it, intimidate people easier with heavier armor, and punish those who blindly attack your armor. This armor allows those who use hand to hand combat to do devastating blows that stagger the opponent and leave them dazed.
Block: The ability to become a wall with a raise shield. Timing with blocking is key to having the greatest debuffs on the opponents. An expert in block would be able to disarm or even have their opponents fall back, allowing them to start their attack.
Smithing: A skilled blacksmith knows their materials know them like they know that Belethor is a sleazy little man with good stock. You can advance one grindstone and workbench to make more effective weapons and armor, along with specializing in what you smith in to make stronger items. You can also sacrifice Daedric hearts or fire salts in order to make the materials stronger. A master blacksmith will be able to use the Skyforge itself.
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THE THIEF
Permanent bonuses to those that prioritize the Thief style are granted with higher success of dexterity, have better chances to persuade, and are much harder to detect when sneaking.
Stealth/Sneak: The art of hiding from opponents and operating from the shadows. This rewards staying hidden from enemy sight, along with allowing someone to see enemy cones of sight and moving better in the light. There's also the ability to use tools whilst sneaking, such as tripwires, special arrows to distract the enemies, and Illusion spells to distract the enemies.
Light Armor: Armor that provides movement over protection. As one gains more experience with light armor, they would be able to find ways to more effectively dodge and weave attacks, rewarding those who are quick on their feet. This armor allows hand-to-hand combat users to use more rapid movement, using their speed to wear the opponent down in a war of attrition.
Speechcraft: The ability to persuade, intimidate or bribe others for your own personal gain. Along with getting better deals with buying and selling, but they also empower their allies or distract their enemies by using instruments. They could also any friend of theirs to be an ally in battle.
Dexterity: This new tree replaces both Pickpocket and Lockpicking. One with great dexterity could rob someone of their valuables, but also detect someone with great wealth in their midst, along with sneak poisons into their opponent's pockets. One could even get away with bounties that don't necessarily harm anyone and may be able to steal weapons with katars or knuckles equipped.
Wayfarer: A good adventurer knows their environment and how to manipulate it to their advantage. They can learn lore of animals, humans or even automatons. This could help befriend or even help fight the enemies better, along with skinning animals for hides and move better outdoors.
Alchemy: Using said environment to make powerful potions or deadly poisons. This could be used to sneak poisons or even bombs into someone's pockets, make effective potions to buff allies, or even make potions on the go with an alembic.
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Carefully take into consideration your characters. This is the meat of the RP; you can't have a good story with poorly made characters.
INSERT NAME OF CHARACTER
Maybe an interesting quote for your character. Or not.
NAME: ... Your character's name. Make sure to look up lore and figure out a name for your character, but also consider their past with names (i.e. Brand-Shei was raised by Argonians ever since he was a kid, so he grew up with an Argonian name).
AGE: Their age, which determines their skills, along their health and stamina (old people have more experience, but less health/stamina, and the inverse for young people).
ALIASES: The titles or names given or made by a character to show prominence or to disguise themselves from the authorities. This is optional.
RACE: The race of your character from the nine different playable races in the Elder Scrolls games. There might be subsections of races, such as Khajiit with their influence coming from the moon and perhaps interbreeding (which the baby always takes after the mother). This also influences their racial bonuses, preferred skills and how people perceive them.
APPEARANCE: The faceclaim usually goes above everything, but go more in depth if you so please. They could have blemishes, scars, birthmarks or even body paint on them in places that would not be able to be seen unless people pay attention to it. If they are interbreed, show what they gain from their father (like body composition, height, etc.) and mother (hair color, skin color, eye color, etc.)
PERSONALITY: Small tidbits on info will do, but go as indepth as you can. Like their thoughts on religion and respective pantheons, recent events that have occurred, other races and how they would respond to them, whether they have a different form of speech than most of their races because of their background, et cetera.
BACKSTORY: Requirements here are that you go into how your character learned their primary skills and how your prisoner ended up in Helgen. This could be accomplished through committing a crime on the border, crossing the border into Darkwater Crossing or committing a crime in Falkreath Hold. If you wish to go more in depth on your character's backstory and how they were raised, go ahead. Just make sure it makes sense and fits in lore. Oh, and how they get arrested determines who they know.
PRIMARY SKILLS: What shall shape your character and be their most effective skills. I don't think I need to repeat myself when I mention lore, race and background. Limit these abilities from two to three, or alternatively you could have one powerful skill at the cost of other skills as a whole to be inferior, the severity depending on age. These will give passive bonuses against opponents who are weak against them or yield better results in crafting.
SECONDARY SKILLS: The intermediate skills that your character wields. These skills aren't inconsequential, but they won't win you major fights. Limit these from three to five.
TERTIARY SKILLS: The weakest of all the skills. This is basically those skills you picked up and were like "maybe later" and learned at a slower rate than others that are naturally talented. There can be only four Tertiary skills.
UNTOUCHED SKILLS: The skills your character wouldn't even bother with. These are basically the rest of the skills in the perk trees that you didn't use. Note that if someone who is experienced with these untouched skills that your character receives penalties/debuffs for facing them.
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