This is Vvardenfell, the land of ash-laden wind. Here, you will soon find yourself cast into the world, one soul of many in this vast plane. It is a realm of fantasy and myth, but of danger and peril as well. You will meet people, see sights, learn things, accomplish feats beyond our wildest imaginations. Your goals shall be your own; you feel the divines smiling upon you in your every endeavor, but be weary... for anything can happen in the land of ash-laden wind.
You were born on a certain day to uncertain parents. Little do you know it, but your essence is intertwined with the spirits of this land and its people, and your life, tied to the threads of destiny itself. You are unique. One of a kind. You are... Name: (Optionally consult [Lore]) Gender: (Male/Female) Race: (Consult [Lore]) Class: (Optionally consult [Morrowind]. This defines your skills, and you can create your own) Birthsign: (Consult [Morrowind]) Preferred starting scenario: (Comfortable/Normal/Dangerous) Starting equipment: (Optionally consult [Morrowind]) Appearance: (Cosmetic purposes only) Important information: (A backstory is not required; you are beginning anew. Here, you can tell me important characteristics of your avatar, such as hobbies, phobias, preferences of any kind, mannerisms, personalities, and anything else you want me to know)
(Fighting, spellcasting, and really most things will be based on your skills, which are all out of one hundred. As such, your damage done and related skills will be determined by percentages. None of you need to worry about it, though; I'll be taking care of all this HIDDEN MECHANICS STUFF behind a closed curtain, so as not to burden you with the details.)
Birthsign: The Atronach
Preferred starting scenario: Normal
Starting equipment: Steel Dagger, Common Robe, Expensive Ring.
Appearance: Young and a bit pale.
Important information: She is usually quite shy, but makes friends quickly. A mild fear of the undead from a past experience and she likes to collect alchemical ingredients. She is quite knowledgeable on the subject too.
Name: Andras 'Louche' Dranaras Gender: Male Race: Dunmer Class: Agent Birthsign: The Lover Preferred starting scenario: Normal Starting equipment: Silver Tanto, ^Chitin greaves, boots and cuirass^, 5 lockpicks, 5 probes (both being Journeyman), 4 globs of scrib jelly, 5 pieces of rat meat, 3 apples, 3 cheese wedges, common ring, ^an outfit of common clothes^, 3 bottles of flin, 3 bottles of cyrodillic brandy Appearance: He's a gruff-looking Dunmer, having stubble on his chin and various scars along his arms. He is bald. His voice is harsh and gravelly, but rather quiet. Important Information: Louche got his nickname during his time at Suran. He cooked for various people to work up some money, and eventually became quite the talk of the town. After racking up a decent sum, he bought a khajit slave and an estate near Falensarano. However, he did not force his slave to cook, or do work, instead letting her choose what duties she'd do. He normally cooked for the two, however. He even became romantically involved with his slave, until she was stolen away by slavers. Andras has made it his goal to find his love.
Louche is a mild-mannered, rather polite person otherwise. He's absolutely terrified of dwemer machina. His hobby, obviously, is cooking.
( ^variable^ meaning 'Equipped')
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I am NOT going to see friend requests, so stop sending them.
SumDude: It is the fourteenth of Morning Star, Loredas ([Lore]). You've just finished your scheduled meeting with master Neloth, securing your position as a bona fide mage. You are an Argonian without any representation from the Great Houses ([Morrowind]) aspiring to be a powerful mage - Naturally, this was frowned upon by the extremely traditionalist House Telvanni. After many a weary and worrisome day, though, you have assured their councilors of your sincerity, and are free to operate of your own accord. They have even asked that you consider joining their ranks once you hone your skills. You are at the top of the Tel Naga great hall, and along with your normal possessions, you have a single potion of levitation to get back down. You have 100 gold.
Cliff_Racer: It is the fourteenth of Morning Star, Loredas ([Lore]). You are in the Argonian mission in Ebonheart, once again hoping for word of your stolen khajiiti lover (rawr). In essence, the people you're dealing with in here would want her to be freed entirely, but that hardly matters anymore - you just long to see her once again, by whatever means. Unfortunately, today's conquests have lead you nowhere regarding her whereabouts, as these missionaries have been unable to operate in the northeast, around your area, since they were discovered working to undermine the Tel Aruhn slave market. What a sad state of affairs. Your only solace now is cooking, and you couldn't even bring your kitchen with you. You have 100 gold at your disposal, but more invested in your estate.
Banelord: (I'll need you to describe your created class - just tell me everything mentioned in the "What Defines a Class" section here. Furthermore, the Dwemer are supposed to be extinct, so that makes things a little sketchy regarding his background and upbringing... you can either make up a story explaining how he has survived the centuries since the fall of the Dwemer, or change your race altogether.) It is the fourteenth of Morning Star, Loredas ([Lore]). You are outside the ruinous Dwemer site of Arkngthand ([Morrowind]), marveling at the remnants of a once-great people. You have come to delve into your culture's past, to explore what remains of your heritage. The trek from Balmora was easy enough for you, just a couple rats and a nix hound, but it feels as though the inside of this place will be much less inviting. Is it worth the risk? Who's to say, really? There is no doubt, though, that whatever lies inside this stronghold will give you some long-sought insight to the history of the Dwemer race. You have only 50 gold with you, but you expect that will be fixed after this voyage.
Jacos: I don't know what to say. If you know Oblivion, you'll know Morrowind a little bit. You could get a general idea of the game by reading the links in the OP.
Banelord: The entrance is only accessible my a hand-crank mechanism a dozen or so yards away - a puzzle that you solve rather quickly. The now-reachable doors are heavy, but they swing open without much trouble. The interior looks as much like a cave as a Dwemer ruin - you see a fairly open cavern, riddled with partially-buried staples of Dwarven architecture. Metal columns seem to support the cave itself, and highly-technological glass bulbs illuminate your way. Entering cautiously, you hear someone ahead, whistling periodically. You can't see him yet, nor can he see you.
Preferred starting scenario: Dangerous
Starting equipment: High Quality Thieve's tools, a very hard padlock, Blackjack. (along with the necessities)
Appearance: 5'10, black hair, brown eyes, rough ponytail.
Important information: Borderline kleptomaniac. Eloquent and habitual liar, but always keeps his word if he gives it. Enjoys picking locks, sometimes to his own detriment. When in combat, likes to disable opponents instead of killing them, but not afraid to kill if necessary.
A10050: (Most batons are much more modern weapons - perhaps you could have a club instead? They'd serve the same purpose. Also, the thief class doesn't have blunt weapon as a skill, so I'll give you this chance to have it instead of possibly acrobatics, short blade, or any of the minor skills.) It is the fourteenth of Morning Star, Loredas ([Lore]). You find yourself outside of the governor's hall in Caldera ([Morrowind]), at the doorstep of an important heist. Within resides a Dunmer by the name of Odral Helvi([Morrowind]), supposedly a corrupt brother of House Hlaalu. You are here off a tip you received from a friend at the South Wall Cornerclub, all the way back in Balmora. You are dressed in finery aimed to make yourself one with the high-class figures inside. Your target is a sealed scroll, detailing Helvi's crimes against the House - You'll make quite a sum if you can get it back to the councilmen in Vivec or Balmora. Unfortunately, you know not where it is hidden; you'll have to work on the go in that category. Your weapon is at your side, but if things go well, you shouldn't need it.
With a dissatisfied grunt, I decide my time in Ebonheart is through. I certainly would have liked to help them, but there was nothing I could do
I set my next destination to Seyda Neen, where I'll stay before heading to my real destination of Pelagiad. I give a farewell to the people there, and decide to tell them where I'm going should they need to contact me.
With that, I travel on the roads, towards the town of Seyda Neen.
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I am NOT going to see friend requests, so stop sending them.
Cliff_Racer: The path is familiar to you, as you have traversed it once before, when you first came to Morrowind. You stick to the roads, playing it safe.
[Travel interrupted: wild creatures] You see a wild guar and a kwama forager. Do you engage either, or pass them by? (You can set preferences regarding this, for future instances).
You have more important things on your mind, of course. You stay out of their personal territory, and proceed as prudence dictates.
[Travel interrupted: discovery] You're casually hiking by, when you catch sight of a door built into a rock wall. Your curiosity piqued, you briefly stop to look at it. Old, dusty scratches spell out that this is the Abaesen-Pulu Egg Mine. You wonder if it's still functional. Do you halt your travels to investigate further?
I think Hawke will be the last person in after Jacos, for now.
Jacos: ... And hunt, you will. It is the fourteenth of Morning Star, Loredas ([Lore]). You are a short walk north of the Imperial village Gnisis. In compliance with your weekly routine, you are out hunting today, for sustenance rather than sport. The wilderness around here has provided sufficiently for your lifestyle, and you've come to consider taking up a more permanent residence nearby - you have no true home as of now. Looking at the present, you are surrounded by a hilly landscape, and looking for game to kill. You've already felled an alit, but it was sick, and its meat tainted with whatever illness had taken root within. Nearby, you spot a kagouti, unaware of your presence. In the far distance flies a lone cliff racer, the bane of many of Morrowind's inhabitants.
Cliff_Racer: The rest of your walk is peaceful and relaxing. It is a cruel twist of fate, that you - born under The Lover - should have to walk it alone, though. You don't intend on giving up, of course. You arrive at the southeast of Seyda Neen, a silt strider blocking most of your view. This town is familiar, just as the path to it. There's a trade house, a lighthouse, many resident homes, and some odd Imperial office by the port.
Jacos: Stealth remains at your side as long as you keep your distance. You are at an optimal vantage point to fire upon the beast. If you can shoot before it notices you, the attack will undoubtedly be twice as devastating. The cliff racer swishes through the air at random.