Rated M for possible violence, adult language, mature humor, overall mature themes
Mastermind
– verb – to plan and direct (a usually complex project or activity), especially skillfully
– noun – a person who originates or is primarily responsible for the execution of a particular idea, project, or the like
Source: https://dictionary.reference.com/
To Any Particular Person(s) in Question,
You have been chosen for a quest. What kind of quest, you may ask? A quest of great importance, I may answer. A quest that will make you rich and famous indeed. A quest that will take you to every corner of Cyrodiil, through many ruins and caves. An adventure to behold!
If you are interested, an incentive and further instructions will be available at Faregyl Inn on Green Road, South of the Imperial City.
Emphatically enthusiastic,
The Mastermind
You have all received this mysterious letter in one way or another, luring you all to Faregyl Inn, where your adventure will begin. This is a PLAYER DRIVEN roleplay that may involve some dice rolling to add an interesting twist to things (don't worry, I have a site on hand for that). Player driven means I will not be responsible for pushing things along. You guys have to stay active and do stuff to keep this alive.
How the dice rolling will work is say, for example, you come across a chest with some kind of obvious enchantment on it. You open the chest but there will be some kind of effect. I would ask you to select D20 on the site and have you PM me the result of your roll (please be honest about this and don't give me a roll you want like a natural 20. let's keep things varied, okay?). Depending on what you roll, I'll prompt you with a magical effect. Let's say you roll a natural 20. I would prompt you to write your next post with the effect being something great like you feel refreshed and stronger, like you've just started your adventure. Let's also say you rolled a 1. I would then prompt you to write your next post with the effect being you are blasted backward and find that your hands have been replaced with dull shovels (effect lasting a few hours). Sound easy enough?
This roleplay takes place in Cyrodiil in the Third Era (pre-Oblivion Crisis but after the events of Morrowind). Please keep talk of the Oblivion Crisis or the events of Skyrim out of the IC thread.
This is intended as a lighter rp so feel free to be a little silly! Also, romance is allowed! Yay fun stuff no dark, heavy clouds hanging over the plot~.
Anyway, onward to need to know world facts.
Spoiler: Terms you should know
Months- Morning Star, Sun's Dawn, First Seed, Rain's Hand, Second Seed, Mid Year, Sun's Height, Last Seed, Heartfire, Frostfall, Sun's Dusk, Evening Star
Days- Sundas, Morndas, Tirdas, Middas, Turdas, Fredas, Loredas
Magicka is one's natural ability to cast magic spells. It can be increased through rigorous study. Another word to liken it to is chi but please use the term magicka.
Common insults are fetcher and s'wit (Dunmer slang for "short of wit" or "slackwit", basically Dunmer phrasing for "idiot").
The current Emperor is Uriel Septim VII. Currency is named for this bloodline.
For expressions in other languages (like Ta'agra, tongue of the Khajiit) visit this site: https://imperial-library.info/content...on-dictionary/
For any other information or naming required visit these:
https://elderscrolls.wikia.com/
https://tamriel-rebuilt.org/?q=namegenerator
https://www.uesp.net
Spoiler: Races of Tamriel
Argonian - Lizardfolk of the swamp country Black Marsh. They can breathe underwater, are resistant to poison and disease, and are highly intelligent. Most Argonians are wary of strangers, particularly Dunmer. They are talented at stealth skills including lockpicking and thievery. (NOTE: Due to the existence of Shadowscales in the service of the kingdom of Argonia and the Dark Brotherhood, I will PERHAPS allow ONE Argonian character born under the sign of the Shadow. Big perhaps. You'd have to make a really good case as to why this Shadowscale is able to leave their post.)
Breton - Essentially half-elves. Human hybrid race from High Rock in the Northwest. Not very respected due to their heritage being mixed but they are powerful mages. While not particularly strong physically, Bretons can master and resist any magical art. They generally have dark hair, fair skin, and are small to average in size. It is unusual to find a shy or withdrawn Breton. They are mostly outgoing and willful.
Dunmer (Dark Elf) - Blue-grey skinned, red eyed elf race from Morrowind. Black hair is the most common but some Dunmer are born with bright red hair. They are very strong and intelligent, but aloof and antisocial. They are often distrusting or even hateful towards others. They make good merchants, mages, and assassins. Many are from one of the seven Great Houses of Vvardenfell, the island part of the country. The Houses are Telvanni, Hlaalu, Dagoth, Dres, Indoril, Sotha, and Sadras. (NOTE: See wiki for more details on Houses)
Altmer (High Elf) - Gold-skinned and -eyed elf race of the Summerset Isle in the Abecean Sea to the Southwest. They are very tall and very sure of themselves. They are the best at magic, yet not physically strong enough to resist it very well. They are incredibly selective and many believe that they are superior to all other races.
Imperial - Human race from Cyrodiil. Imperials are well-spoken and well-educated, coming from the seat of the Empire. They make good politicians and traders due to their charisma and shrewdness. They also make talented warriors or mages. This race truly defines the proverb in that you can achieve anything you put your mind to.
Khajiit - Feline race from the desert and jungle land of Elsweyr. They have excellent natural stealth and agility and are commonly thought to all be thieves and drug manufacturers. This race holds the moons Masser and Secunda in high regard and they often refer to themselves in the third person. They are not very trusted by other races. (NOTE: You may not be another breed of Khajiit besides what is playable in the games. That means no jaguar-men and certainly no Mane.)
Nord -A tough, hardy human race from the frozen country of Skyrim. They generally have fair hair, eyes, and skin. They are naturally resistant to cold and are extremely talented warriors. Most Nords are suspicious and disdainful of magic. A Nord who becomes a mage is often shunned from his or her family.
Orsimer (Orc) - A strictly honorable race of tusked, green-skinned barbarians from the city of Orsinium in the Wrothgarian Mountains in High Rock. They are excellent craftsmen and warriors but are not very talented in the ways of magic or charisma. Most Orcs are shunned by the society they choose to live in and often remain in independent strongholds ruled by the strongest male chieftain and occupied by his wives and offspring. It is rare to find an Orc mage but not impossible.
Redguard - Dark-skinned, naturally talented in all physical arts (particularly blades and shields) from the desert land of Hammerfell. They are proud and prefer heroic stories of adventure as opposed to being told what to do by a superior. They are very resilient to the elements but dislike magic in general. They like Destruction magic but that's about it. (NOTE: The school of Conjuration is banned from this race due to prejudices)
Bosmer (Wood Elf) - The Bosmer are a small to average sized elf race from the country Valenwood, which is full of giant, migratory trees. They themselves look almost chiseled from wood with beady, black eyes and stiff hair.They are extremely nimble, quick, and incredible archers. Like all elves, they possess an affinity for magic. (NOTE: Bosmer must only consume and use meat or bone. They are religiously forbidden from harming or consuming plants and trees [see: Green Pact])
Spoiler: Birthsigns
The Ritual - Morning Star (January, Capricorn/Aquarius) -Those born under this sign have Mara's favor. They heal well and make excellent Restoration mages. They have no specific personality traits.
The Lover - Sun's Dawn (February, Aquarius/Pisces) -Those born under this sign are graceful and passionate. They are popular with the opposite sex and are rumored to be such good kissers that they paralyze the other person.
The Lord - First Seed (March, Pisces/Aries) - Those born under this sign are born stronger and healthier than those born under other signs. Despite this, they are very sensitive to fire.
The Mage - Rain's Hand (April, Aries/Taurus) - Those born under this sign have more magicka than most and have a talent for all magic schools. They are extremely intelligent but tend to be arrogant and absent-minded.
The Shadow - Second Seed (May, Taurus/Gemini) - Those born under this sign tend to be on the shier side but can blend in with any group. It is rumored that they have the ability to become invisible at will.
The Steed - Mid Year (June, Gemini/Cancer) - Those born under this sign are very fast and strong. They are steadfast friends but spook easily and can be very impatient.
The Apprentice - Sun's Height (July, Cancer/Leo) - Those born under this sign have a special affinity for magic of all kinds but are extremely vulnerable to magic attacks. They, like the Mage, are very intelligent but have a bit of a more grounded view on things.
The Warrior - Last Seed (August, Leo/Virgo) - Those born under this sign are strong and capable fighters but tend to have short tempers. They make formidable battlemages.
The Lady - Heartfire (September, Virgo/Libra) - Those born under this sign are kind and tolerant. They are emotionally and mentally very strong and willful. They have a moderate talent for all things.
The Tower - Frostfall (October, Libra/Scorpio) -Those born under this sign are good with locks and luckier than most. They tend to be a bit guarded but they have good eyesight and make excellent trackers.
The Atronach - Sun's Dusk (November, Scorpio/Sagittarius) - Those born under this sign have stunted magicka, meaning they are not as naturally good at magic as other signs. They are slow to learn but have a high spell resistance, so high that they absorb the magicka from the spells they are hit with. They can be stubborn.
The Thief - Evening Star (December, Sagittarius/Capricorn) -Those born under this sign are extremely lucky and have a great natural agility and speed. They are noble-hearted, generous individuals but tend to take risks more than other signs.
The Serpent - No season - Those born under this wandering sign have a cursed, poisonous touch and must keep their hands covered when dealing with others. But they are also blessed with an extremely high resilience to magic. They are the only sign naturally able to dispel magic on their own. They tend to be skeptical and distrusting of others.
Spoiler: Religion
Most citizens of Tamriel worship the Nine Divines
Akatosh - God of Time, king of gods, appears as a dragon. Represents endurance, invincibility, and everlasting legitimacy. Blessed certain individuals with dragonblood (notable persons with dragonblood: St. Alessia, the Septim bloodline).
Arkay - God of Birth and Death. His name is used in burials and funeral rites. He is sometimes associated with seasons.
Dibella - Goddess of Beauty and Love. Her message to mortals is not always clear and is usually interpreted in a variety of ways.
Julianos - God of Wisdom and Logic. He is the father of literature, law, history, and contradiction. It is monks of the order of Julianos that keep and guard the Elder Scrolls.
Kynareth - Goddess of Nature. She mostly influences the sky, air, and wind, and is associated with rain. Her name is invoked for auspicious stars at birth and for good fortune in daily life.
Mara - Mother-goddess of love and fertility. She represents a sober and peaceful life, and the security of home and family. She is often thought of as the wife of Akatosh and perhaps the mother of Arkay.
Stendarr - God of Righteous Might and Merciful Forbearance. He provides inspiration for magistrates and rulers and despises Daedra. He will not abide those who worship Daedra but will forgive them if they repent and live a life of righteousness.
Talos - Man-god once called Tiber Septim who was such a great hero in life that he ascended to godhood as the god of War and Mankind.
Zenithar - God of Wealth, Labor, Commerce, and Communication. He represents earnest work and honest profit leading to peace and prosperity, rather than war and bloodshed.
But others prefer their native gods or even Daedric Princes
Spoiler: Daedric Princes
Azura - Prince of Dawn and Dusk. She is not evil by mortal standards, unusual to Daedric Princes. Her token is her Star, which acts as an immortal soul gem. Her realm is called Moonshadow, and is said to be impossibly beautiful. She is most commonly worshipped by Dunmer.
Boethiah - Prince of Plots, Deceit, Conspiracy, secret plots of murder, assassination, treason, and unlawful overthrow of authority. Boethiah is androgynous and has no sex. Its realm is called Attribution's Share or Snake Mount, and is vast mazes, gardens, and labyrinths. The architecture is very sinister-looking. Boethiah has a great love for competition and is the original god-ancestor of the Dunmer. Its tokens are Goldbrand, a powerful sword, and the Ebony Mail, strong armor that makes the wearer move silently.
Clavicus Vile - Prince of Invocations and Pact. He has a canine companion named Barbas (usually the more level-headed of the two) and is always making irresistible deals with mortals. His token is his Masque, which allows the user to make the best deals and seem the most trustworthy. His realm has no name known to mortals but is said to resemble a peaceful countryside.
Hermaeus Mora - Prince of Knowledge and Memory. He can scry the tides of fate and past and future. His realm is Apocrypha, an endless library. His form is bizarre, usually a mass of tentacles with four lobster claws and countless eyes or a purple and black void. His token is the book Oghma Infinum, which allows any one person to absorb skills without magic.
Hircine - Prince of the Hunt. He created lycanthropy and gave it to mortals, therefore making him the guardian of were-beasts. He loves the thrill of the chase and enjoys "plot twists" that give his prey a chance to escape. His realm is the Hunting Grounds where all were-beasts and those loyal to him ascend to when they die.
Jyggalag - Prince of Order. He creates mysterious obelisks which spawn his Knights of Order, and which are activated by his followers, called Priests of Order. He represents logical order and deduction.Spoiler: SPOILER ALERT FOR SHIVERING ISLES.Jyggalag was far too powerful for the other Daedric Princes and so they banded together and cursed him to become his opposite, the thing he hated most: Madness. Under this curse he took on the name Sheogorath and was banished to the realm of the Shivering Isles. At the end of each era he is allowed to be himself once more and reclaim his realm for Order, a phenomenon called the Greymarch. But once this has been achieved, he transforms back into Sheogorath.
Malacath - Prince of the Spurned and Ostracized. He is the patron deity of Orcs and all who are above average strength. The other Daedric Princes do not recognize him as one of them, which suits him. His token is a large warhammer called Volendrung. His realm is called Ashpit and is very difficult to reach. It is barren and inhospitable.
Mehrunes Dagon - Prince of Destruction, Change, Revolution, Energy, and Ambition. He is associated with natural disasters like fires, floods, and earthquakes. His realm is called the Deadlands and is a hellish environment with rivers of lava and populations of Dremora.
Mephala - Prince whose sphere is obscured to mortals. She is associated with spiders and is constantly interfering in the lives of mortals, usually causing strife and chaos. She was the inspiration for the Morag Tong, which branched and developed into the Dark Brotherhood. She is said to be a sister of Hermaeus Mora.
Meridia - Prince of Life Energy. She is not well-known to mortals besides her fierce hatred for necromancers and the undead. Her realm is called the Colored Rooms and she commands a breed of daedra called Aurorans. She is rumored to have once been relative to the Aedra (like the Nine Divines) but banished for misuse of magic. Her token is the sword Dawnbreaker.
Molag Bal - Prince of Domination and Enslavement. His realm is called Coldharbour and resembles the mortal plane but dark and twisted. He desires only the capture of mortal souls and to bring them under his influence by means of strife and discord. He is associated with vampires but the origin and precise association are unclear due to disagreements among his followers and scholars.
Namira - Prince of Ancient Darkness and all things repulsive. Her realm is the ancient darkness called Scuttling Void and she is associated with disease, deformity, and cannibalism. Her message is to embrace what makes one disgusting, accept and cherish abnormality.
Nocturnal - Prince of Night and Darkness. She is associated with the Thieves Guild, mainly through the stolen artifact of her Cowl by the Gray Fox. The Cowl is cursed in that he or she who possesses it has no identity. Their known existence is wiped from history until the Cowl is passed to another. Nocturnal's second artifact is the Skeleton Key, a lockpick that can open any lock without breaking. Her realm is called Evergloam.
Peryite - Prince of Pestilence. He is also called the Taskmaster as he is charged with ordering the lowest levels of Oblivion. He is obsessive compulsive and must ensure everything is neat, tidy, and in its proper order. He is often depicted as a green dragon but isconsidered to be the weakest of the Princes. His token is the shield Spellbreaker, which causes spells to bounce back at their casters. His realm is called Pits and is inaccessible to mortals.
Sanguine - Prince of hedonistic revelry, debauchery, and passionate indulgences of a darker nature. He enjoys playing pranks on more prudish, "boring" folk and often appears on seals and signs of brothels. His token is the Sanguine Rose, a staff that can summon daedra. He is said to rule tens of thousands of unnamed realms full of all forms of pleasure and decadence.
Sheogorath - Prince of Madness. His realm is the Shivering Isles, an island split down the middle representing the dual nature of its deity. The daedra residing here are also split: the Aureals, or Golden Saints, protecting the land of Mania, and the Mazken, or Dark Seducers, protecting the land of Dementia. Sheogorath considers madness as an act of mercy to those who cannot function in a civilized, normal community. His tokens are two staves called Staff of Everscamp, which cannot be discarded once active, and Wabbajack, which can change any person or animal into something else.
Vaermina - Prince of Dreams and Nightmares, and issues forth evil omens. She appears as a grotesque old woman and her plane is called Quagmire. This realm is said to change reality every few minutes into something even more horrifying than before. Her token is the Skull of Corruption, which creates an evil clone of the caster for a brief time.
Spoiler: Animals and Creatures found in Cyrodiil
Black Bear
Brown Bear
Boar
Deer
Dog
Horse (Paint, Bay, Chestnut, White, Black)
Mountain Lion
Mudcrab
Rat
Sheep
Slaughterfish
Wolf
Timber Wolf
Goblin
Goblin Skirmisher
Goblin Berserker
Goblin Shaman
Goblin Warlord
Imp (Fire, Ice, or Shock)
Land Dreugh (a strange, giant, insect-like creature)
Minotaur
Ogre
Spriggan
Troll
Unicorn
Will-o'-the-Wisp
Schools of Magic and Levels - Keep in mind I took a few creative liberties with these to have them work in this setting. Mostly I combined a spell or two to make an easier one, though I did invent a couple.
Spoiler: Alteration - the practice of altering physics and nature to bend to the will of the caster
Novice
- Burden (Basic) - Encumbers target with invisible weight.
- Open (Basic) - Unlocks, removes seals.
- Protection (Basic) - Protects self or others with an invisible barrier.
- Flesh Altering (Basic [Oak]) - Changes caster's skin to a tougher substance for a brief time.
- Candlelight - Creates a small ball of light in the caster's hand.
- Equilibrium - Balances caster's magicka and health. Not a first choice in a fight.
Apprentice
- Burden (Practiced)
- Open (Practiced)
- Protection (Practiced)
- Flesh Altering (Practiced [Stone])
- Feather (Basic) - Lightens caster's load, making it easier to move.
- Shield (Basic) - Creates an invisible shield to block Destruction magic.
- Waterbreathing - Allows caster to breathe underwater for a brief time.
- Water Walking - Allows caster to walk on the surface of water for a brief time.
- Magelight - Creates a large ball of light wherever the caster points.
Journeyman
- Burden (Honed)
- Open (Honed)
- Protection (Honed)
- Flesh Altering (Honed [Iron])
- Feather (Practiced)
- Shield (Practiced)
- Detection (Basic [Life]) - Allows caster to see the life force of creatures and people through walls.
- Jump/Slowfall - Allows caster to jump higher and farther than normal, then land gently.
- Telekinesis - Allows caster to draw an object to or away from themselves over a limited distance.
- Transmute - Changes one inanimate substance into another.
Expert
- Burden (Experienced)
- Open (Experienced)
- Protection (Experienced)
- Flesh Altering (Experienced [Ebony])
- Feather (Honed)
- Shield (Honed)
- Detection (Practiced [Death]) - Allows caster to see corpses through walls.
- Paralysis (Basic) - Can immobilize one target.
- Speed Boost - Allows caster to move more quickly.
- Wall - Creates a magical wall to block magic attacks.
Master
- Burden (Mastered)
- Open (Mastered)
- Protection (Mastered)
- Flesh Altering (Mastered [Dragonhide])
- Shield (Experienced)
- Paralysis (Practiced) - Can immobilize many targets.
Spoiler: Conjuration - the practice of summoning items, creatures, and beings from alternate planes of existence
Novice
- Bound Weapon (Basic [Small Weapon]) - Summons a small weapon to be used by the caster.
- Bound Armor (Basic [Helmet, Gauntlets, Boots]) - Summons a small piece of armor to protect the caster.
- Summon Lesser Daedra - Summons a Stunted Scamp or Scamp.
- Summon Lesser Undead - Summons a Ghost, Headless Zombie, Faded Wraith, or Skeleton.
- Summon Familiar - Summons an animal companion.
Apprentice
- Bound Weapon (Practiced [Standard Weapon]) - Summons a standard sized weapon to be used by the caster.
- Bound Armor (Practiced [Shield]) - Summons a shield to protect the caster.
- Summon Daedra (Basic) - Summons a Clannfear.
- Summon Undead (Basic) - Summons an Anicent Ghost, Zombie, Wraith, or Skeleton Guardian.
- Summon Flame Atronach
- Flaming Familiar - Summons a flaming animal to charge into battle and explode.
Journeyman
- Bound Weapon (Honed [Large Weapon]) - Summons a large weapon to be used by the caster.
- Bound Armor (Honed [Cuirass, Greaves]) - Summons body armor to protect the caster.
- Summon Daedra (Practiced) - Summons a Daedroth or Spider Daedra.
- Summon Undead (Practiced) - Summons Gloom Wraith, Dread Zombie, Skeleton Hero, or Skeleton Champion.
- Summon Frost Atronach
- Soul Trap - Causes enemy's soul to become trapped in a soul gem once they die.
- Return - Returns conjured creatures or items to their original plane.
Expert
- Summon Dremora (Basic) - Summons a Churl, Caitiff, or Kynval.
- Summon Lich (Basic) - Summons Nether Lich.
- Summon Storm Atronach
Master
- Summon Dremora (Practiced) - Summons Kynreeve, Kynmarcher, or Markynaz.
- Summon Lich (Practiced) - Summons Lich.
- Summon Xivilai - Summon daedric monster called Xivilai.
Spoiler: Destruction - the practice of generating attacks and defenses using natural elements
Novice
- FIRE - Burning Touch - Causes caster's hands to become unnaturally hot for a brief time.
- FIRE - Fireball - Creates a small ball of fire to be thrown.
- FIRE - Flames (Basic) - Creates spontaneous flame from caster's hand. Only strong enough to light a campfire or hearth fire.
- ICE - Cold Touch - Causes caster's hands to become unnaturally cold for a brief time.
- ICE - Ice Ball - Creates a small ball of ice to be thrown.
- ICE - Ice Wind (Basic) - Creates a freezing breeze from caster's hands. Only really dangerous over a long period of time.
- SHOCK - Shocking Touch - Causes caster's hands to produce a mild electric shock.
- SHOCK - Lightning Ball - Creates a small ball of electricity to be thrown.
- SHOCK - Electric Current (Basic) - Creates a weak electrical blast to be fired from caster's hands.
- HARM - Wound (Basic) - Causes mild pain to whomever caster touches.
- HARM - Drain (Basic) - Causes victim to rapidly lose energy over time.
Apprentice
- FIRE - Flames (Practiced) - Creates a slightly larger flame, enough to light a giant's bonfire.
- FIRE - Firebolt - Launches a large, strong blast of flame at target.
- ICE - Ice Wind (Practiced) - Creates a colder, stronger breeze.
- ICE - Ice Spike - Launches a sharp javelin of ice at target.
- SHOCK - Electric Current (Practiced) - Creates a slightly stronger electrical blast.
- SHOCK - Lightning Bolt - Launches a strong blast of lightning at target.
- HARM - Wound (Practiced) - Causes stronger pain to whomever caster touches, lasts longer.
- HARM - Drain (Practiced) - Lasts longer than basic Drain. More energy is lost.
- HARM - Break Weapon - Destroys any weapon.
- HARM - Damage Magicka (Basic) - Reduces victim's ability to perform magic.
Journeyman
- FIRE - Flames (Honed) - Creates stream of fire from caster's hands.
- FIRE - Fire Rune - Caster draws rune onto any surface and imbues it with Fire magic. Rune explodes in a firey blast on contact.
- FIRE - Flame Cloak - A magic cloak that lashes out at enemies who draw too close with flames.
- ICE - Ice Wind (Honed) - Creates strong, freezing wind from caster's hands.
- ICE - Ice Rune - Caster draws rune onto any surface and imbues it with Ice magic. Rune explodes in a frozen blast on contact.
- ICE - Ice Cloak - A magic cloak that lashes out at enemies who draw too close with frost.
- SHOCK - Electric Current (Honed) - Creates strong current from caster's hands.
- SHOCK - Lightning Rune - Caster draws rune onto any surface and imbues it with Shock magic. Rune explodes in an electrical blast on contact.
- SHOCK - Lightning Cloak - A magic cloak that lashes out at enemies who draw too close with lightning.
- HARM - Wound (Honed) - Causes terrific pain to whomever caster touches.
- HARM - Drain (Honed) - Causes victim to lose energy and magicka over time.
- HARM - Break Armor - Destroys any target armor.
- HARM - Damage Magicka (Practiced) - Stuns victim's magicka for a brief time.
- HARM - Harmful Cloak - A magic cloak that lashes out at enemies who draw too close with painful energy.
- HARM - Harmful Rune - Caster draws rune onto any surface and imbues it with Harm magic. Rune explodes in a painful blast on contact.
Expert
- FIRE - Flames (Experienced) - Creates large, powerful stream of fire from caster's hands.
- FIRE - Wall of Flames - Causes a wall of fire to erupt from the ground.
- ICE - Ice Wind (Experienced) - Creates a painfully cold, powerful wind from caster's hands.
- ICE - Wall of Ice - Causes a wall of ice to erupt from the ground.
- SHOCK - Electric Current (Experienced) - Creates a large, powerful blast of electricity from caster's hands.
- SHOCK - Wall of Electricity - Causes a wall of electricity to erupt from the ground.
- HARM - Wound (Experienced) - Causes excruciating, unbearable pain to whomever caster touches.
- HARM - Drain (Experienced) - Causes victim to lose energy, magicka, and health over time.
- HARM - Damage Magicka (Honed) - Blocks victim's Magicka completely. Can only be reversed by an Expert or higher Healer.
Master
- FIRE - Fire Storm - Creates a terrifying storm where great blasts of fire rain from the sky.
- ICE - Blizzard - Creates a dense, blinding snowstorm.
- SHOCK - Lightning Storm - Creates a powerful, lightning-active electrical storm.
- Wizard's Fury - A nightmarish barrage of all three Destruction elements. The knowledge of this spell is hidden for it harms the caster as well as the target.
Spoiler: Illusion - the practice of influencing the mind of another with magic
Novice
- Blind - Temporarily blinds target.
- Calm (Basic) - Can settle a mildly agitated person or animal.
- Charm (Basic) - Can convince a person to budge on a matter they were indecisive about.
- Fear (Basic) - Can make a person or animal nervous.
- Fury (Basic) - Can irritate an otherwise calm person or animal.
- Silence (Basic) - Prevents target from speaking above a certain level.
- Sound (Basic) - Creates an irritating noise in target's mind, distracting them.
- Rally (Basic) - Gives mild encouragement to an otherwise meek or nervous person or animal.
Apprentice
- Calm (Practiced) - Can settle an average agitation.
- Charm (Practiced) - Can convince a person to say something they would not normally.
- Fear (Practiced) - Can make a person or animal jumpy and agitated.
- Fury (Practiced) - Can make a person or animal mildly angry.
- Silence (Practiced) - Prevents target from speaking at all.
- Sound (Practiced) - Creates an obnoxious noise in target's mind, distracting them more thoroughly.
- Rally (Practiced) - Gives stronger encouragement to target person or animal.
- Muffle - Enables caster to move silently.
- Night Eye - Enables caster to see in total darkness.
- Chameleon - Allows caster to blend in with surroundings but not disappear.
Journeyman
- Calm (Honed) - Can settle a person or animal who is upset.
- Charm (Honed) - Can convince a person to do something they would not normally.
- Fear (Honed) - Can make a person or animal upset.
- Fury (Honed) - Can make a person or animal quite angry.
- Silence (Honed) - Prevents target from using even nonverbal magic.
- Sound (Honed) - Creates a distressing noise in target's mind, causing mild panic.
- Rally (Honed) - Gives strong encouragement to target person or animal.
- Invisibility - Allows caster to become completely invisible but dispels if caster interferes with any visible object or living thing.
- Dispel - Allows caster to deflect a spell that targets the mind from themselves before it takes hold.
Expert
- Calm (Experienced) - Can settle a person or animal who is very upset.
- Charm (Experienced) - Can convince a person to think something they would not normally.
- Fear (Experienced) - Can cause a person or animal to flee in terror.
- Fury (Experienced) - Can anger target person or animal to the point of attacking anyone nearby.
- Sound (Experienced) - Creates a terrible, painful noise in target's mind, causing total panic and distress.
- Rally (Experienced) - Gives illusion of natural confidence to target person or animal.
- Hallucination (Basic) - Creates image from caster's mind to be displayed to target.
Master
- Calm (Mastered) - Can settle a person or animal in total panic, distress, or rage.
- Charm (Mastered) - Can convince a person to believe anything the caster says.
- Fear (Mastered) - Can cause target person or animal to become traumatized with paralyzing terror.
- Fury (Mastered) - Can cause target person or animal to become blindly enraged.
- Rally (Mastered) - Gives illusion of unshakeable natural confidence to target person or animal.
- Hallucination (Practiced) - Creates image from target's mind to be displayed to target.
Spoiler: Restoration - the practice of healing and protecting oneself and others with magic
Novice
- Circle of Protection (Basic) - Caster draws a circle around themselves, protecting against weak enemies like wolves or zombies.
- Healing (Basic) - Heals minor wounds on self or target.
- Ward (Basic) - Creates weak magical shield to absorb attacks.
Apprentice
- Circle of Protection (Practiced) - Caster draws a circle around themselves, protecting against stronger enemies like warriors or wraiths.
- Healing (Practiced) - Heals open wounds on self or target.
- Ward (Practiced) - Creates average magical shield to absorb attacks.
- Sun Fire (Basic) - Generates small blast of sunlight to disintegrate undead.
- Turn Undead (Basic) - Causes lesser undead to flee.
Journeyman
- Circle of Protection (Honed) - Caster draws a circle around themselves, protecting against strong enemies like bears or trolls.
- Healing (Honed) - Heals large wounds and stems bleeding on self or target.
- Ward (Honed) - Creates strong magical shield to absorb attacks.
- Sun Fire (Practiced) - Generates large blast of sunlight to disintegrate undead.
- Turn Undead (Practiced) - Causes average level undead to flee.
- Absorb Skill (Basic) - Allows caster to learn a simple skill from a tome by reading it.
- Absorb Health - Allows caster to heal by leeching energy from another.
- Cure (Basic [Paralysis]) - Enables caster to reverse paralysis.
- Restore Mind (Basic) - Allows caster to reverse any Journeyman or lower negative spell that targets the mind.
Expert
- Healing (Experienced) - Heals broken bones or mortal wounds on self or target.
- Turn Undead (Honed) - Causes strong undead to flee.
- Absorb Skill (Practiced) - Allows caster to learn a difficult skill from a tome by reading it.
- Cure (Practiced [Poison]) - Enables caster to draw any poison from a body.
- Restore Mind (Practiced) - Allows caster to reverse any Expert or lower negative spell that targets the mind.
- Absorb Magicka - Allows caster to replenish magicka by leeching energy from another.
- Guardian Circle (Basic) - Caster draws a stronger circle around themselves, protecting against magic attacks and the elements.
Master
- Turn Undead (Experienced) - Causes liches to flee.
- Absorb Skill (Honed) - Allows caster to learn any skill from a person by speaking with them about it.
- Cure (Honed [Disease]) - Enables caster to cure any physical disease.
- Restore Mind (Honed) - Allows caster to reverse any Master or lower negative spell that targets the mind.
- Guardian Circle (Practiced) - Caster draws a powerful circle around themselves, protecting against liches and aerial attacks.
Rules for the RP are as follows:
- General site rules apply.
- I control NPCs unrelated to your character.
- Only use races listed. Follow individual race rules.
- Only use spells listed. Follow individual school rules.
- BE LITERATE. Please make an effort to spell correctly, use good grammar, and keep the same tense throughout.
- NO ONE TO THREE LINERS. Please try to get at least four sentences.
- Use the spells at your level. I don't want to see an Apprentice of Destruction casting Wall of Flames.
- If you have any questions, feel free to ask. I don't bite unless you're rude.
- Have fun!
Character Sheet
NAME: (use Tamriel Rebuilt's name generator if you're lost)
RACE:
GENDER:
AGE: (17 minimum for humans. Mer can be older [ex. Bosmer live about 2-3 times longer than humans], Beast races can be younger)
BIRTHSIGN:
PERSONALITY:
SKILLS: (this is where you put like rogue, archer, mage, etc.)
BRIEF HISTORY:
APPEARANCE: (can be written description or picture)
OTHER:
Spoiler: The Party so far...
Gethin, brawler/thief - Pyro
Ajani, assassin/thief - Splat
Ragnar, battlemage/alchemist - Cfavano
Rylouth, battlemage/warrior - NnightStalker
Alaia, ranger/healer - Pyro
Spoiler: The Deceased
Rithleen, archer/mercenary - cause: killed by a troll
Berun, enchanter/swordsman - cause: incinerated by fire rune
Dice rolling forum cheat sheet
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