Character Updates

Post » Fri May 04, 2012 8:18 am

Keeping the zombie summoned at her side was just too disgusting to consider. Eliette sighed. Maybe he wouldn’t smell so bad in the cold air of Bruma.

Fitzie understands this, but still wishes she could keep Tommy Rot active for longer. She is what was once called Wombburned, born under the sign of the Atronach. She would gladly accept the smell in exchange for the magicka. She has recently discovered places where flowers and mushrooms rich in magicka can be found, so this is becoming less of a problem. She is also close to being able to summon Tommy's stronger headless brother. She already carries his summoning-object, a skull she took from an old moldering coffin.

Fitzie has joined the Mages Guild. She has great misgivings about the situation, because of the recent ban on necromancy within the organization. She is keeping her own specialty to herself, and refers to herself as a "conjurer" when asked. Nobody needs to know that her summons come from the grave, and not from Oblivion. Still, it is disconcerting to hear mages everywhere speaking of necromancers being driven from the guild, and forced to hide in caves and abandoned rat-infested ruins.

Fitzie needs the guild, for now, though. She needs to learn and grow, and she needs access to the facilities at the Arcane University. After that...well, we will see...
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Connie Thomas
 
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Post » Fri May 04, 2012 2:51 am

... Still, it is disconcerting to hear mages everywhere speaking of necromancers being driven from the guild, and forced to hide in caves and abandoned rat-infested ruins.


This bit is incredibly true and clever that you noticed it. They do live in rat-infested areas sometimes. And it's the Empire that has forced them into submission.
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Adam Kriner
 
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Post » Fri May 04, 2012 3:04 am

Today Baa spent some time trying unsuccessfully to remove from her inventory 6 Quest items left there after the Quests were long ago completed. Some of the things on the Wiki didn’t work. More research is needed.

Then Baa and companion Mooch went adventuring. The KotN quest was recently finished, so today they went back to the sight of the final battle to see how much loot had been left behind. When they entered, they found that the Aurorans had respawned, all 24 of them. So they killed them and looted the place. Baa went through about 40 of her special poison potions on her enchanted arrows. Most of the Aurorans went down with one shot, but 4 or 5 didn’t. They were all shot from sneak, but the odd ones took 3 poisoned arrows to bring down. All 24 had the same name, but their Ayleid Axes were of 6 different types/levels. Anyway, Baa and Mooch had some fun wrecking the place. See pic in Screenshot thread.
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Chloe Botham
 
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Post » Fri May 04, 2012 2:04 am

Now my character just raid the Mythic Dawn base, get the Xerxes book and give it to Martin. Then searching for spies, lead her to Jeral basemant in Bruma. Then the game crash :swear:
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Charlie Ramsden
 
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Post » Fri May 04, 2012 7:59 am

Today Baa spent some time trying unsuccessfully to remove from her inventory 6 Quest items left there after the Quests were long ago completed. Some of the things on the Wiki didn’t work. More research is needed.

Then Baa and companion Mooch went adventuring. The KotN quest was recently finished, so today they went back to the sight of the final battle to see how much loot had been left behind. When they entered, they found that the Aurorans had respawned, all 24 of them. So they killed them and looted the place. Baa went through about 40 of her special poison potions on her enchanted arrows. Most of the Aurorans went down with one shot, but 4 or 5 didn’t. They were all shot from sneak, but the odd ones took 3 poisoned arrows to bring down. All 24 had the same name, but their Ayleid Axes were of 6 different types/levels. Anyway, Baa and Mooch had some fun wrecking the place. See pic in Screenshot thread.

Baa is making me want to do the KotN quests now! I have it (5th anniversary edition) but I'm still yet to complete the pilgrimage.
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Cody Banks
 
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Post » Fri May 04, 2012 12:47 pm

Baa is making me want to do the KotN quests now! I have it (5th anniversary edition) but I'm still yet to complete the pilgrimage.

Go for it. It’s not as terrifying as it seems. You Diggers got guts, so just do it. It’s actually one of the most interesting quest if you don’t let yourself get intimidated by fear.
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Frank Firefly
 
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Post » Fri May 04, 2012 2:29 am

I started a new character today - http://img152.imageshack.us/img152/6848/oblivion201204191514490.png, an Imperial born under the Shadow. He's primarily an archer and hunter, but he also uses Mysticism to detect life nearby and alchemy to create poisons. I turned off the Alternative Start mod for Silus - I wanted to play around with him in the sewers to get a hang of archery in Oblivion.

After escaping from the sewers beneath the Imperial City, he headed up to the Market District, where he sold a few potions he'd found, before heading off to Chorrol. He didn't really believe that nutcase of an Emperor, but he felt that he should go there anyway, mainly for a warm bed, cold mead and a chance to join the Fighter's Guild. For the record, he accomplished all three!

The next morning he woke early, and began the walk to Anvil, where he'd been told he could get Fighter's Guild tasks. He hunted a bit for venison (which would make for a nice dinner!) and took care of a few bandits. He arrived at the Brina Cross Inn at about seven PM - he thought about continuing down the road to Anvil, but he decided to rest instead.

Silus is currently in the Anvil Fighter's Guild Hall, having taken care of some rats for a crazy rat lady.
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Lou
 
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Post » Fri May 04, 2012 3:15 am

It's all right. She's a necromancer. Her summoned ghost/wraith (and her lich, should she get so high in skill) will be called "Aunt Raelynn." You didn't think "Auntie" was going to get off that easily, did you? :smile:

She sounds intriguing!

I started a new character today - http://img152.imageshack.us/img152/6848/oblivion201204191514490.png, an Imperial born under the Shadow.

Nice! :thumbsup:
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elliot mudd
 
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Post » Fri May 04, 2012 2:09 pm

She sounds intriguing!

Thanks! In Fitzie's version of the Tamriel Universe, the primary difference between "Necromancy" and "Conjuration of the Undead" is that Conjurers only summon random beings, while Necromancers summon specific individuals, over and over. In order to do this, they must carry an object belonging to the individual, usually a bone or other body part. Since that object remains in the possession of the Necromancer, the summoned undead will always appear missing that part. That's why zombies often arise missing a head, or an arm; the necromancer has that item.

Fitzie is carrying several pieces of deceased individuals, mostly bits of mort flesh, but also a skull found in a cave, and a collar bone once belonging to her aunt. :smile:

Fitzie is quite fond of her friend Tommy Rot, and often raises him for companionship on the road. (Especially when there are bandits and highwaymen standing in that road. :smile: ) Tommy was a cousin of Fitzie; he died in some sort of accident involving a pitchfork and a horse. Fitzie was given his toe bone on her thirteenth birthday, and has had it ever since.

:smile:
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Lory Da Costa
 
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Post » Fri May 04, 2012 8:04 am

Bruma has entered a free trade agreement with New Kvatch and thrown in their support for the Countess of New Kvatch to be named Emperor. This is the fifth county to so. The remaining holdouts, Bravil and Anvil, are expected to sign similar agreements in the near future.

Already signs of New Kvatch's prosperity are showing as the grand opening of the Arena brought in ticket sales of 100,000 septims. Bank of Cyrodiil president Cornelius Cisterzio says that the sales is a new record and a good sign of things to come.
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Quick draw II
 
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Post » Fri May 04, 2012 1:59 pm

glargg: Interesting take on the subject, the difference between necromancers and summoners, that is. And she carries around dead flesh all the time. Brrr :cold:

Mr DarkSim: that sounds like a mod?
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Craig Martin
 
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Post » Fri May 04, 2012 10:23 am

Fitzie has a new summon! (She has reached Conjuration Journeyman.) She killed an Orc Marauder Warlord while on a mission for the Leyawiin Mages Guild, and took his head. She can now summon him as a strong headless zombie.

Fitzie has no idea what the orc's name was in life, but she has dubbed him Izzy gro-Tesk. He doesn't seem to mind. Fitzie talks to her summons. She's actually quite fond of them.

She's on her way to Cheydinhal. This will be the last recommendation she needs to get into the University, and hopefully it will go smoothly. Maybe somebody will just ask her to write a paper, or some such...
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Dean Brown
 
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Post » Fri May 04, 2012 2:07 pm

Mr DarkSim: that sounds like a mod?

Aye there's a few mentioned in there. The way they fit together though makes for a nice tale of diplomacy, political maneuvering, and high finance.

glargg: If you're looking for nice necromancer themed mods for Fitzie look into these: http://tes.nexusmods.com/downloads/file.php?id=8823. If Fitzie wants a friend try http://tes.nexusmods.com/downloads/file.php?id=40380. Mondstein also did a necromancer themed mount but I can't find it now.
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Bloomer
 
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Post » Fri May 04, 2012 8:55 am

glargg: If you're looking for nice necromancer themed mods for Fitzie look into these: http://tes.nexusmods.com/downloads/file.php?id=8823. If Fitzie wants a friend try http://tes.nexusmods.com/downloads/file.php?id=40380. Mondstein also did a necromancer themed mount but I can't find it now.

Thanks. I actually tend to stick to functional mods, and let the gameplay and imagination run the show. For instance, it has always bothered me that "necromancers" get a bad name in the Mages Guild, but they don't actually appear to do any different magic from what "conjurers" do. So I'm trying to explore the difference from within the "vanilla" game.

I always do a few low-level mods to my own game to balance characters and support the story. For instance, Fitzie is nearsighted, so targeted spells are out (as in removed from her spellbook.) She started the game with two spells not normally available; Summon Zombie and the apprentice-level Telekinesis (otherwise she would have no way to knock down high Welkynd Stones, which she needs: Atronach Birthsign.) She's also required to carry around about 8 pounds of clutter (bones) to support her habit.
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Leilene Nessel
 
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Post » Fri May 04, 2012 7:35 am

My character just closing an Oblivion gate on the way to find Deadric artifact. But she decided to go back to bruma to sell some things and repairing her armor and weapons. Her horse is wandering somewhere and is missing, so she stole a horse, a guard stop her, but she just run away. Then she arrive at a mountain where a horse can't walk there, she decided to continue on foot. Then she fight a wolf and Will-o-wisp (something like that). Her weapon don't give any effect on that wisp, and she don't have magic.She died.

The end.
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Jarrett Willis
 
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Post » Fri May 04, 2012 4:22 am

My character just closing an Oblivion gate on the way to find Deadric artifact. But she decided to go back to bruma to sell some things and repairing her armor and weapons. Her horse is wandering somewhere and is missing, so she stole a horse, a guard stop her, but she just run away. Then she arrive at a mountain where a horse can't walk there, she decided to continue on foot. Then she fight a wolf and Will-o-wisp (something like that). Her weapon don't give any effect on that wisp, and she don't have magic.She died.

The end.

If you fast travel to any town, your horse will appear at the stable, provided it is still alive of course. All my early level characters run away from will o wisps. As fast as they can. In fact, now that I think about it, most characters run away regardless of the level, that is until I can one-shot it, with either a weapon or magic. Unless the character is an Atronach, then they bask in will o wisp goodness and glory. :twirl:
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Emily Martell
 
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Post » Fri May 04, 2012 7:50 am

Fitzie has a new summon! (She has reached Conjuration Journeyman.) She killed an Orc Marauder Warlord while on a mission for the Leyawiin Mages Guild, and took his head. She can now summon him as a strong headless zombie.

Fitzie has no idea what the orc's name was in life, but she has dubbed him Izzy gro-Tesk. He doesn't seem to mind. Fitzie talks to her summons. She's actually quite fond of them.
Clever name! :laugh:
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Louise Dennis
 
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Post » Fri May 04, 2012 1:31 am

Thanks! In Fitzie's version of the Tamriel Universe, the primary difference between "Necromancy" and "Conjuration of the Undead" is that Conjurers only summon random beings, while Necromancers summon specific individuals, over and over. In order to do this, they must carry an object belonging to the individual, usually a bone or other body part. Since that object remains in the possession of the Necromancer, the summoned undead will always appear missing that part. That's why zombies often arise missing a head, or an arm; the necromancer has that item.

I really like this, glargg. I’ve settled on necromancers raising the undead and then conjurers summoning them, but I think your explanation is much better.

Eliette has new affection for her zombie, Slush. She was in real danger from her first timber wolf, and Slush just smacked him out of the air. (They were on a hill.) She stood terrified in the middle of the road for a long time after that incident.
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Francesca
 
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Post » Fri May 04, 2012 8:11 am

Fitzie has no idea what the orc's name was in life, but she has dubbed him Izzy gro-Tesk. He doesn't seem to mind. Fitzie talks to her summons. She's actually quite fond of them.
Someone has been taking naming lessons from Renee I see! :D
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Suzie Dalziel
 
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Post » Fri May 04, 2012 6:33 am

I really like this, glargg. I’ve settled on necromancers raising the undead and then conjurers summoning them, but I think your explanation is much better.

Eliette has new affection for her zombie, Slush. She was in real danger from her first timber wolf, and Slush just smacked him out of the air. (They were on a hill.) She stood terrified in the middle of the road for a long time after that incident.

I've been following Jerric's Story, and I like your interpretation, too. One of the real beauties of Oblivion is that we have all of these possibilities, but they're all vague enough to allow a lot of roleplaying flexibility. It has always bothered me that one kind of undead-raising is fine with the guild, and another is a no-no. Both of us have come up with ways of accounting for that.

It's important for me that Fitzie has genuine affection for her undead. I don't see her as an evil character; she's a young woman who was brought up in a family of necromancers, and this is the life she knows. Her undead are "family," not "slaves."
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Chloe Yarnall
 
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Post » Fri May 04, 2012 1:05 am

Lothran had a fine day in Cyrodiil today. First, he went in the early morning to the University to create a better version of his own Sleipner spell, a spell fortifying his Speed and Acrobatics.
After that he headed to Pell′s Gate via boat, and from there it was meant for him to go to Bravil. He did, but it took some time. The light in the forest as the sun rose was absolutely amazing and he had to stop several times at different locations, just to take it all in.

His first stop was just outside Pell′s Gate, facing The Heartlands, and the second at the nearby waterfall. As he saw it he immediately thought of Buffy and her peculiar habit :blush:
His third stop was at Inn of Ill Omen where he talked to Manheim a bit, a jolly innkeeper and a good friend to Lothran.

He made several more stops along the way and he also had to summon his Spriggan friend to help him against a Minotaur Lord. He had her and her pet distract the minotaur while he himself bombarded the fearsome beast with spells from the school of Destruction and some arrows fired from his custom-enchanted bow.

All in all, it took my elf quite some time to get to Bravil but it was one of his most pleasant journeys and now he rests in his Bravil home.
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George PUluse
 
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Post » Thu May 03, 2012 10:06 pm

Thanks. I actually tend to stick to functional mods, and let the gameplay and imagination run the show. For instance, it has always bothered me that "necromancers" get a bad name in the Mages Guild, but they don't actually appear to do any different magic from what "conjurers" do. So I'm trying to explore the difference from within the "vanilla" game.

I always do a few low-level mods to my own game to balance characters and support the story. For instance, Fitzie is nearsighted, so targeted spells are out (as in removed from her spellbook.) She started the game with two spells not normally available; Summon Zombie and the apprentice-level Telekinesis (otherwise she would have no way to knock down high Welkynd Stones, which she needs: Atronach Birthsign.) She's also required to carry around about 8 pounds of clutter (bones) to support her habit.

Eh. They work. They have themed quests behind them. The one companion sounded really good where you have to chop them down from a hangman's noose and they all have their story line. I get what you are trying to say that you want or use a few mods that are more behind the scenes and not showy but the first sentence made it sound like I was recommending busted mods. I would never do that knowingly to anybody. That would be cruel.
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flora
 
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Post » Fri May 04, 2012 9:01 am

Eh. They work. They have themed quests behind them. The one companion sounded really good where you have to chop them down from a hangman's noose and they all have their story line. I get what you are trying to say that you want or use a few mods that are more behind the scenes and not showy but the first sentence made it sound like I was recommending busted mods. I would never do that knowingly to anybody. That would be cruel.

Oh, no! :) By "functional" I meant mods which perform a function in my role play. I try to keep it simple, since I'm role playing a character in an imagined story. I don't need a whole lot, and since I'm creating my own story line, I'm not interested in bringing in somebody else's story line, even if it's of great quality. :)

Also, I play multiple characters, concurrently, so I avoid installing mods that might "work" with one character and clash with another. Besides the necromancer character, I'm also presently playing a character who is the Archmage, and who is very anti-necromancy.
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Chloé
 
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Post » Fri May 04, 2012 2:12 am

Today Jessika has been writing the latest entry of her journal with me helping her. She has alot to write about seeing as she is starting from the beginning of her adventure, but she is loving every minute of it! But the day before she decided to take a stroll in Cheydinhal with her good friend Shelley. It started with a routine visit to the chapel, and ended with lunch at the Cheydinhal Bridge Inn. It was lovely :smile:
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priscillaaa
 
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Post » Thu May 03, 2012 10:02 pm

Well poot. I've spent two days attempting to formulate a beefy update, to include direct responses to earlier comments addressed to me. Alas! I seem to be in one of my more dunderheaded phases. Nothing comes. Rather than postpone this any longer I'll tidy up what I did manage to set down in rough draft form and get it posted.

"Late afternoon. Imperial City. My decrepit avatar and Vilja stand outside King and Queen in the Elvin Garden District, having just exited that establishment after delivering a shipment of Tamika wines. They might dine in the capital a bit later, but not at King and Queen. My avatar holds nothing against that inn, but its over-crowded noisy atmosphere is a bit much, especially at those times he wants to relax and unwind following a day (or more) on the road. Vilja, bless her, simply refuses formal dinners there, to my knowledge the only Imperial City eatery she frowns upon.

(We're talking formal dining here, with them dressed appropriately and spending several game-hours at a sit-down meal. Neither of them shun King and Queen for quick meals and/or snacks consumed during the course of their daily routine.)

The afore mentioned Bravil road patrol came to pass. And boring it was. The usual assortment of outlaws and Minotaurs clogged the Green, nothing they couldn't and didn't handle with ease. The road was surprisingly void of legitimate travelers. They saw a grand total of three mounted legionnaires traveling as a group very early on, then zilch, zip, nada. They of course received a bonus for having completed yet again patrol circuit. Did I mention package delivers? Need I?

I stated that my avatar might collect taxes at one of the Yellow Road Inns before returning to Weye. It didn't happen. Had the tax-warrant been for Imperial Bridge Inn he would have made the run. But no, the document was made out for Drunken Dragon, too far out of the way. He'll do that one in conjunction with an upcoming Leyawiin patrol. That makes far more sense.

They ate dinner that evening at the Foaming Flask. The meal went well enough until two off-duty Kahjiit councilors wandered in and struck up a steady stream of non-stop conversation with both my avatar and Vilja. Vilja, cheerful soul that she is, joined right in with gusto. My avatar, on the other hand, just sat there quiet as a mouse hoping they would take the hint and go away. Alas.

Back at the Manor, my decrepit avatar bid Vilja good night and decided a nightcap was in order. Changing from his formal dinner finery into comfortable robes he walked across the street to Wawnet Inn. It too was crowded, far more so than Foaming Flask. But that was OK. He considers the residents of Weye “his” people, and enjoys exchanging pleasantries with them. He also asked the local bard to recite one of his many adventures. (I now forget which. She has a wealth of tales to choose from...assuming your avatar has completed the associated quests.) That done and his ale downed, he returned to the Manor and went straight to bed."

There you have it. No responses. No Anvil patrol (which followed after Bravil.) No ambush west of Skingrad. No meeting along the Gold Coast. I hope to include all that in a later posting, if and when my mind clears. We shall see.

-Decrepit-
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krystal sowten
 
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