RedEarthRoamer
Skulduggerous Pedagogue
Fifty years ago, the Last Dragonborn rose from obscurity and drove back the immolating tide of resurrected dragons and their dreadful leader Alduin, eater of worlds. After Alduin's fall, the remaining dragons scattered to the winds and, in time, became simply another part of the world—sometimes harmless, sometimes hazardous. The order of the Blades rose once more from obscurity and, based somewhere in Skyrim, began working to keep wayward and violent dragons in check. For their part, the Last Dragonborn participated in the reformation of the ancient Dawnguard and then traveled to the island of Solstheim where they were lost to the knowledge of history shortly after the salvation of Raven Rock from unknown perils. Without the stabilizing influence of this hero's presence, the Stormcloak rebellion finally mustered enough support to wrench Skyrim from the control of the Cyrodiilic Empire. Many expected the Thalmor to react in some way to Ulfric Stormcloak's coronation, especially when news of the burning of the Thalmor Embassy north of Solitude reached the southern lands. And yet from Alinor there was only a grim, expectant silence.
The years came and went. New crises arose, menaced and blustered, and were quelled. The Dark Brotherhood, long forgotten, became mighty again in the wake of Skyrim's civil war and were summoned from the shadows to take the Emperor's life. Titus Mede II was slain on a diplomatic trip to Skyrim, during which he intended to pay honors to his recently murdered cousin and almost at the same Amaund Motierre, a high-ranking member of the Elder Council, disappeared. Shortly thereafter, Ulysses Silvanus, a Councilor and former member of the Legion was given the throne by a near-unanimous vote of the Elder Council. Then Tamriel entered a brief but welcome era of peace. Armed with Dwemer technology reverse engineered by Skyrim's Dawnguard, the Legion entered Morrowind and was at last able to assist the ailing province in a meaningful way. The independent nations of Hammerfell and Blackmarsh as well as the Aldmeri Dominion and its client states, retreated into their own affairs for several decades then.
It is now the year 4E251 and the Thalmor are on the move again. After a period of relative placidity, a new charter was signed (under duress, some say) allowing Aldmeri troops to garrison in fortresses across the Empire. Diplomats were dispatched from Alinor to Hammerfell, Skyrim, Black Marsh, and even Orsinium, but only Ganra Lillentar was ever heard from again—Hammerfell rejected every gift and offer he had brought, but allowed him to leave unharmed with a message from Sentinel that no further bloodshed was desired. The Empire, meanwhile, was plagued by civil unrest as citizens grew weary of the increased Thalmor activity. Encouraged by the presence of their own nation's troops, Thalmor agents began to assert themselves more firmly. More and more people have been disappearing, sometimes arrested in broad daylight for a wide variety of alleged behaviors deemed to be in violation of the aging Whitegold Concordat.
Spurred by Emperor Silvanus' apparent lack of concern for these behaviors, various small rebel groups have cropped up throughout Cyrodiil and Highrock. Though Emperor Silvanus has condemned their anti-Thalmor actions publicly on multiple occasions the Thalmor themselves note that he has never taken any specific action against them and have even accused him of aiding and abetting these guerrilla groups. Meanwhile, several guilds from outside of the Empire's jurisdiction—The Companions, the Thieves' Guild, and even the Dark Brotherhood—have been rumored to hold lucrative anti-Thalmor contracts sponsored by anonymous but wealthy patrons. Once again, Tamriel's air grows thick with tension and many are nervously awaiting what they perceive to be an inevitably coming storm. . .
Calendar and Days of the Week
I don't intend to be too uptight about this, but I thought I'd post the calendar of Tamriel's months, and its days of the week. That way if, while posting, you want to throw in a detail about them for realism you have a reference right here. It is a link for now, but later on I will change it over to a chart or table directly in this post.
http://uesp.net/wiki/Lore:Calendar
The years came and went. New crises arose, menaced and blustered, and were quelled. The Dark Brotherhood, long forgotten, became mighty again in the wake of Skyrim's civil war and were summoned from the shadows to take the Emperor's life. Titus Mede II was slain on a diplomatic trip to Skyrim, during which he intended to pay honors to his recently murdered cousin and almost at the same Amaund Motierre, a high-ranking member of the Elder Council, disappeared. Shortly thereafter, Ulysses Silvanus, a Councilor and former member of the Legion was given the throne by a near-unanimous vote of the Elder Council. Then Tamriel entered a brief but welcome era of peace. Armed with Dwemer technology reverse engineered by Skyrim's Dawnguard, the Legion entered Morrowind and was at last able to assist the ailing province in a meaningful way. The independent nations of Hammerfell and Blackmarsh as well as the Aldmeri Dominion and its client states, retreated into their own affairs for several decades then.
It is now the year 4E251 and the Thalmor are on the move again. After a period of relative placidity, a new charter was signed (under duress, some say) allowing Aldmeri troops to garrison in fortresses across the Empire. Diplomats were dispatched from Alinor to Hammerfell, Skyrim, Black Marsh, and even Orsinium, but only Ganra Lillentar was ever heard from again—Hammerfell rejected every gift and offer he had brought, but allowed him to leave unharmed with a message from Sentinel that no further bloodshed was desired. The Empire, meanwhile, was plagued by civil unrest as citizens grew weary of the increased Thalmor activity. Encouraged by the presence of their own nation's troops, Thalmor agents began to assert themselves more firmly. More and more people have been disappearing, sometimes arrested in broad daylight for a wide variety of alleged behaviors deemed to be in violation of the aging Whitegold Concordat.
Spurred by Emperor Silvanus' apparent lack of concern for these behaviors, various small rebel groups have cropped up throughout Cyrodiil and Highrock. Though Emperor Silvanus has condemned their anti-Thalmor actions publicly on multiple occasions the Thalmor themselves note that he has never taken any specific action against them and have even accused him of aiding and abetting these guerrilla groups. Meanwhile, several guilds from outside of the Empire's jurisdiction—The Companions, the Thieves' Guild, and even the Dark Brotherhood—have been rumored to hold lucrative anti-Thalmor contracts sponsored by anonymous but wealthy patrons. Once again, Tamriel's air grows thick with tension and many are nervously awaiting what they perceive to be an inevitably coming storm. . .
Calendar and Days of the Week
I don't intend to be too uptight about this, but I thought I'd post the calendar of Tamriel's months, and its days of the week. That way if, while posting, you want to throw in a detail about them for realism you have a reference right here. It is a link for now, but later on I will change it over to a chart or table directly in this post.
http://uesp.net/wiki/Lore:Calendar
Cyrodiil has been very busy attempting to recover economically and emotionally from the Stormcloak rebellion and, to some extent, the Great War now already part of history. There is a great deal of unrest concerning the increase in Thalmor activity, but most citizens are happy enough until and unless someone they know is dragged away by the Thalmor.
Black Marsh has retreated, completely and utterly. Only Argonians cross the border nowadays, and they don't much care to talk much about their homelands. If you are an Argonian, message me and we can talk about what you would and wouldn't know about the situation in Black Marsh.
Morrowind spent a period of time in a strange state of pseudo independence after the Argonian's initial invasion and the numerous other disasters that have befallen the province. The liberation of Skyrim actually benefited the Empire as a whole though, as it freed up troops and resources that the Empire later used to reassert its presence. It is currently returning to stability, and many of the metropolitan citizens feel a great deal of gratitude toward the Empire.
Skyrim has seceded completely and has not had much contact with the empire. Ulfric is busying himself with the consolidation of power and has been happy to stay out of the affairs of others, unless elves are involved.
High Rock is still a province of the Empire, but it is utterly geographically isolated now. The Thalmor have set up nearly a dozen large garrisons of troops there and some suggest that the only reason they do not try to secede from the Empire as well is that they fear having to deal with the massive Aldmeri force on their own.
Hammerfell is, much like Skyrim, busy consolidating power. In the years since it successfully defeated the Thalmor, it has done much to reinforce its borders and armies. Despite the presence of a new and thriving Dark Brotherhood sanctuary, and some heavy thieves' guild activity in the south, it has become one of the more prosperous and stable nations of late.
Valenwood remains under control of the Thalmor.
Elsweyr has consolidated into a single nation again, under the leadership of a new Mane who is so whole-heartedly in support of the Thalmor that many outsiders suspect him of being an Aldmeri puppet. Some of the Khajit, especially the nomads in the north, subscribe to this belief and are agitated by it but many simply live as they always have.
Alinor is a mystery. As the beating heart of the Aldmeri Dominion, few outsiders have reason to go there. It is rumored that they are having problems with the Maormer and Sload but no soldiers have been recalled from the Imperial provinces.
Orsinium has been, as usual, forgotten. The Orcs continue their business and are hostile to the Aldmeri Dominion, but the Thalmor consider them insignificant. Perhaps they will come to regret this?
I am leaving guilds mostly up to the players. Do note, though, that. . .
The Companions have become even more revered in Skyrim since the split as they are seen as true icons of the old Nord way. The Companions' questline in Skyrim never happened so things are more or less as they always were except, of course, with new members. Though they rarely work abroad, they have received an anonymous contract to cause as much trouble for the Thalmor as possible. In gleeful response to this, they have sent some of their members into High Rock.
The Thieves' Guild questline did happen, though the Last Dragonborn did not have anything to do with it. They are thriving in all parts of Tamriel except the Aldmeri dominion, although they too have received an anonymous contract informing them that any verifiable trouble they can cause for the Aldmeri Dominion will be greatly rewarded.
The Dark Brotherhood is alive and thriving and, like the Thieves' Guild and the Companions, has been receiving handsome payments for the deaths of Thalmor agents and the destabilization of Aldmeri interests. They don't much care about the politics of the situation—the way most Brothers and Sisters see it, no matter what happens in the coming ages, someone will always want someone dead.
The Morag Tong is operating more or less in the same manner as the Dark Brotherhood. The organization has been crippled, but they still received a curiously anti-Thalmor contract and do what they can to uphold it.
Magic: All spells and spell types from Morrowind, Oblivion, and Skyrim are available. Mysticism is a thing: if it was a mysticism effect in Oblivion, it is here. If you wish to create a unique spell simply tell me it's effects and what school it belongs to. If we get enough of these I might create a “Spellbook” section in this post to keep track of them.
Weapons and Equipment:
Weapon types from Morrowind through Skyrim are valid.
Character Sheet: SEND ALL CHARACTER SHEETS TO ME. We'll talk about who you are, and maybe bounce around some ideas and then I'll send you over to the character thread and have you post it.
Name/Alias: Who you are/what people call you (For my character, I would type Saljeelus/Makes-His-Way)
Age: TES is pretty vague about how long some races can live. If you're not sure, designations like young, adult, old, middle-aged, and so on are fine.
Race: Any of the playable races from the games. If you wish to use one of the races that is mentioned in the games but not playable, send me a message and ask. I'll probably be okay with it--the most I'll do is ask you to justify how your character got involved in this if you're, say, from Akavir or a Maormer
Appearance: Details. Do you have any distinguishing features? Scars, tattoos, missing limbs? Are your eyes an odd color? How tall are you? How are you built?
Possessions/Gear: Any things you would be carrying around with you as part of your normal life. If you're a soldier or mercenary, you'll probably be pretty well armed at all times. If you're just some blacksmith, or a priest, maybe not. Remember that uncommon or expensive weapons will need to be explained—how exactly did you get hold of a Daedric claymore, for example?
Skills: Describe what you are good at, and what you are not so good at. Be reasonable--no one is a master of everything. If your character is magically inclined, include a list of known spells in spoiler tags.
Affiliations: Any guilds or groups you belong to. Remember that the Mage's Guild no longer exists. If you have questions about the roles some guilds might be playing, message me and we can talk but overall I'm very open to player input.
Background: Be as detailed as you wish, but even if you don't tell us much, make sure you know the details of your character's background and personality: flat characters are boring. Mine, for instance, is a member of the Dark Brotherhood, but even he thinks about more than just "murder, murder, murder, murder.”
Starting Point:
Misc: Anything else that we should know before we start. Maybe they're a lycanthrope. Maybe they own property somewhere. Maybe they get a little sensitive about their weight. It's up to you what, if anything, you put here. If you have no "misc." details, just don't include this section at all.
Black Marsh has retreated, completely and utterly. Only Argonians cross the border nowadays, and they don't much care to talk much about their homelands. If you are an Argonian, message me and we can talk about what you would and wouldn't know about the situation in Black Marsh.
Morrowind spent a period of time in a strange state of pseudo independence after the Argonian's initial invasion and the numerous other disasters that have befallen the province. The liberation of Skyrim actually benefited the Empire as a whole though, as it freed up troops and resources that the Empire later used to reassert its presence. It is currently returning to stability, and many of the metropolitan citizens feel a great deal of gratitude toward the Empire.
Skyrim has seceded completely and has not had much contact with the empire. Ulfric is busying himself with the consolidation of power and has been happy to stay out of the affairs of others, unless elves are involved.
High Rock is still a province of the Empire, but it is utterly geographically isolated now. The Thalmor have set up nearly a dozen large garrisons of troops there and some suggest that the only reason they do not try to secede from the Empire as well is that they fear having to deal with the massive Aldmeri force on their own.
Hammerfell is, much like Skyrim, busy consolidating power. In the years since it successfully defeated the Thalmor, it has done much to reinforce its borders and armies. Despite the presence of a new and thriving Dark Brotherhood sanctuary, and some heavy thieves' guild activity in the south, it has become one of the more prosperous and stable nations of late.
Valenwood remains under control of the Thalmor.
Elsweyr has consolidated into a single nation again, under the leadership of a new Mane who is so whole-heartedly in support of the Thalmor that many outsiders suspect him of being an Aldmeri puppet. Some of the Khajit, especially the nomads in the north, subscribe to this belief and are agitated by it but many simply live as they always have.
Alinor is a mystery. As the beating heart of the Aldmeri Dominion, few outsiders have reason to go there. It is rumored that they are having problems with the Maormer and Sload but no soldiers have been recalled from the Imperial provinces.
Orsinium has been, as usual, forgotten. The Orcs continue their business and are hostile to the Aldmeri Dominion, but the Thalmor consider them insignificant. Perhaps they will come to regret this?
I am leaving guilds mostly up to the players. Do note, though, that. . .
The Companions have become even more revered in Skyrim since the split as they are seen as true icons of the old Nord way. The Companions' questline in Skyrim never happened so things are more or less as they always were except, of course, with new members. Though they rarely work abroad, they have received an anonymous contract to cause as much trouble for the Thalmor as possible. In gleeful response to this, they have sent some of their members into High Rock.
The Thieves' Guild questline did happen, though the Last Dragonborn did not have anything to do with it. They are thriving in all parts of Tamriel except the Aldmeri dominion, although they too have received an anonymous contract informing them that any verifiable trouble they can cause for the Aldmeri Dominion will be greatly rewarded.
The Dark Brotherhood is alive and thriving and, like the Thieves' Guild and the Companions, has been receiving handsome payments for the deaths of Thalmor agents and the destabilization of Aldmeri interests. They don't much care about the politics of the situation—the way most Brothers and Sisters see it, no matter what happens in the coming ages, someone will always want someone dead.
The Morag Tong is operating more or less in the same manner as the Dark Brotherhood. The organization has been crippled, but they still received a curiously anti-Thalmor contract and do what they can to uphold it.
Magic: All spells and spell types from Morrowind, Oblivion, and Skyrim are available. Mysticism is a thing: if it was a mysticism effect in Oblivion, it is here. If you wish to create a unique spell simply tell me it's effects and what school it belongs to. If we get enough of these I might create a “Spellbook” section in this post to keep track of them.
Weapons and Equipment:
Weapon types from Morrowind through Skyrim are valid.
Character Sheet: SEND ALL CHARACTER SHEETS TO ME. We'll talk about who you are, and maybe bounce around some ideas and then I'll send you over to the character thread and have you post it.
Name/Alias: Who you are/what people call you (For my character, I would type Saljeelus/Makes-His-Way)
Age: TES is pretty vague about how long some races can live. If you're not sure, designations like young, adult, old, middle-aged, and so on are fine.
Race: Any of the playable races from the games. If you wish to use one of the races that is mentioned in the games but not playable, send me a message and ask. I'll probably be okay with it--the most I'll do is ask you to justify how your character got involved in this if you're, say, from Akavir or a Maormer
Appearance: Details. Do you have any distinguishing features? Scars, tattoos, missing limbs? Are your eyes an odd color? How tall are you? How are you built?
Possessions/Gear: Any things you would be carrying around with you as part of your normal life. If you're a soldier or mercenary, you'll probably be pretty well armed at all times. If you're just some blacksmith, or a priest, maybe not. Remember that uncommon or expensive weapons will need to be explained—how exactly did you get hold of a Daedric claymore, for example?
Skills: Describe what you are good at, and what you are not so good at. Be reasonable--no one is a master of everything. If your character is magically inclined, include a list of known spells in spoiler tags.
Affiliations: Any guilds or groups you belong to. Remember that the Mage's Guild no longer exists. If you have questions about the roles some guilds might be playing, message me and we can talk but overall I'm very open to player input.
Background: Be as detailed as you wish, but even if you don't tell us much, make sure you know the details of your character's background and personality: flat characters are boring. Mine, for instance, is a member of the Dark Brotherhood, but even he thinks about more than just "murder, murder, murder, murder.”
Starting Point:
Misc: Anything else that we should know before we start. Maybe they're a lycanthrope. Maybe they own property somewhere. Maybe they get a little sensitive about their weight. It's up to you what, if anything, you put here. If you have no "misc." details, just don't include this section at all.
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