Morrowind: Planning

Post » Sat Jan 22, 2011 1:57 pm

Morrowind: Planning the RP

Updated: November 1, 2009. More character sheets added.

My Introduction:
Hello, I am interested in beginning a RP idea that I have been itching to play out. Admittedly I am by no means a regular on these forums; though I have been here previously over the past few years. I spend most of my time on the fan-fiction/RP forums since I am interested in these storylines around these different universes. Unfortunately I am often discouraged when posters start fighting and arguing with each other or start being really uber and unrealistic in the threads I partake in.

I've noticed that now the TES forum has a strong and mature community with a friendlier atmosphere than before (over a year ago for me). So I would like to give this idea a shot and see what the rest of you think of it. If there is no interest in it, I'll move on. If there is a spark of hope, we'll see where that leads!

The Synopsis (Spoilers for Morrowind!)
My idea is that I would like to make or join an RP which follows the plotline of TES3: Morrowind. This would mean an RP concerning the Nerevarine prophecy and the eventual downfall of Dagoth Ur at Red Mountain.

I am sure most of us have played that game and have all had different experiences in our open-world single player storyline. Some of us were Dunmer while some of us were Orcs. Some of us were Assassins while others were Mages. Some of us ruthlessly slaughtered every civilian we met, while others went around rescuing naked Nords. Well this RP would simply be another interpretation of it, and in no way will claim to be "The" way or "The" story for Nerevarine.

In the vanilla Morrowind game though: the only hero was the Nerevarine, who always fought one or two guys at a time, who had to approach tasks in certain limited ways, which sometimes got bugged by game mechanics. But as our own RP interpretation we can add our own details and mini stories into the main quest.

Why couldn't the Nerevarine have had allies that traveled with him/her? He or she could have journeyed through Vvardenfell with companions such as an old friend, a mercenary, or a blades agent.

Why does becoming the Hortator of the Great Houses or Nerevarine of the Ashlanders not accomplish anything? Dagoth Ur supposedly had legions of Ash monsters at Red Mountain; the Nerevarine could rally Morrowind against them upon the slopes of the mountain.

We can add all sorts of different things to this canvas of a story to make it an enjoyable and believable experience. Mind you, to avoid chaos; we wouldn't want to stray too far from the main plot.


Your Character
Now where do we fit in? Well of course for the story of Morrowind we need the Nerevarine! But I'll talk about that in another section.

Besides the Nerevarine you can be all sorts of interesting characters that could help in saving Morrowind from Dagoth Ur. You could be a prisoner who was on the ship with Nerevarine; with nowhere to go you decide to join them on their travels. You could be a Blades Agent, sent to watch over and protect the Nerevarine; aiding him whenever possible. Perhaps you are just a good-hearted Crusader, interested in the belief that the supposed incarnate can actually destroy Dagoth Ur. You can be whoever you want to be and still fit into the Morrowind plotline.

The Nerevarine and other Potential Incarnates (Spoilers)
Now I do believe the Nerevarine is or becomes an amazing hero, but I don't believe the Nerevarine should be totally uber. I wouldn't imagine this reincarnation of Nerevar to be straight up making Ordinators explode with a flick of the wrist, or taking down legions of Ash Vampires with no problem whatsoever. The Nerevarine is an incarnate, not a pure super powered god.

The role play doesn't necessarily have to revolve around the Nerevarine the person, but instead rather the prophecy surrounding the Nerevarine. I'd rather it not be centered upon a single person.

I'm sure there are a few people who would be interested in becoming the Nerevarine for this RP given the chance and of course we need one. I'm not going to play the bias selfish creator and declare myself the Nerevarine; instead I actually want to play a companion of Nerevarine. But still we need the prophecy's hero! As you may know though, there have been those who had the potential to become the Nerevarine but failed and were just false incarnates. So as a result, we could perhaps assume that the Emperor held several persons who were potentially capable of fulfilling the Nerevarine prophecy and shipped them all over to Morrowind. As the story goes on, the real Nerevarine will become clear. Hopefully this will be done by everyone deciding and agreeing on whom's it going to be later in the RP, and hopefully there will be no conflicts about it.

Concerning the Nerevarine itself, it is Lord Nerevar Indoril reborn. Nerevar was a male Chimer (who become Dunmer) leader who united the people of Morrowind. Although it would make sense for the incarnate to be a male Dunmer Spellsword of some sorts; I suppose you can go Tom Cruise ? Last Samurai and make it an Imperial. The Nerevarine can be whoever! Even a woman! So there are no real restrictions concerning the incarnate himself/herself.

Role Play Details and Rules
1.) One personal character at a time to each poster to avoid unnecessary chaos.
2.) No ubering, god modding, controlling other characters. I'm sure you've all seen this before!
3.) Any OOC concerns or discussions should be kept to PMs to avoid RP decaying into a big OOC thread, and to avoid clutter.
4.) Stay loosely close to the Morrowind main plotline.
5.) This isn't just going to be a pure fighting RP where every post is killing a nix hound or killing a dreamer. Get some depth into it!
6.) All characters taking part in the thread should be around the same place, just to avoid confusion of seperate storylines occuring in one RP.

How the Role play will be Organized
We would begin the role play on the prison ship carrying the Nerevarine to Morrowind. Here characters could be introduced if there are so. We'll want to stick loosely to the main plotline; nothing too radical of a change such as Caius being a traitor or Vvardenfell exploding. I'll be controlling it as far as it remaining to the storyline in a sensible and effective manner.

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Character Sheet

Name: (Your character's name used for the RP.)
Race: (Your character's race from the Elder Scrolls.)
Gender: (Male or Female.)
Age: (Your character's age or what age they appear.)
Birth Sign: (One of the Elder Scrolls birth signs.)
Faction: (If any, you may list ex-factions as well.)

Class: (A name, and the description if you want!)
Skills: (Some skills your character knows!)

Physical Appearance: (How your character looks.)

Mental: (The state of your character's mind.)

Armor: (Your character's armor at the start of the RP. I may even update this regularly!)
Weapons: (Your character's weapons at the start of the RP. I may even update this regularly!)
Clothing: (Your character's clothes at the start of the RP. I may even update this regularly!)
Miscellaneous: (Random objects of interest your character has. I may even update this regularly!)

Brief History: (A little bit about your character's background.)

Possible Incarnate: (Could you be the Nerevarine? Yes or No.)

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Closing
Okay, that's all I can think of on this topic at the moment. If you have any comments, ideas, or concerns; feel free to post them!

At the moment we are beginning to post Character Sheets to get the actual RP thread going!

Approved Characters:

Character Sheet: Horizon Seeker

Name: Valluk
Race: Dunmer
Gender: Male
Age: 31
Birth Sign: The Steed
Faction: Loosely Affiliated with the Cammona Tong

Class: Mercenary
Skills: Spear, Short Blade, Marksman, Medium Armor, Athletics

Physical Appearance: Valluk is a young athletic Dark Elf with a cut-throat look about him. He has roguish expression yet holds coldly sincere eyes. Across the left side of his face sprawl dark blue Dunmer tattoos extending from his forehead down to the side of his mouth. His black hair is short and remains loosely on his head.

Mental: Valluk is a serious Dark Elf with a mind always set on a goal. Years living amongst the criminal underworld have made him cautious of others; very rarely offering one complete loyalty whoever they may be. He holds the philosophy that everyone is out looking for themselves, and he must do the same or risk losing everything. That's not to say he does not hold loyalties, but they only exist to serve his own ends.

Armor: None.
Weapons: None.
Clothing: Common plain clothing
Miscellaneous: None

Brief History: Valluk spent his youth as a boy trying to survive on the stone streets of Almalexia. Although the Tribunal Temple was kind and charitable, he was eventually brought under the sway of criminal organizations across Morrowind. From here on deception, theft, fighting, and even murder became part of his life. After making more than a few enemies in Morrowind, Valluk traveled to Cyrodiil to start anew.

Several years later he was captured and arrested for a horrific crime and was marked for execution in the Imperial Prison. He was later approached with a deal by an agent of the Emperor. He would be released and pardoned from his crimes if he would travel with a certain prisoner to accomplish a task on Vvardenfell. With little other choice, Valluk accepted and boarded an Imperial prison ship back to his homeland of Morrowind.

Possible Incarnate: No.


Character Sheet: Darkom95

Name: Folven Hardil
Race: Dunmer
Gender: Male
Age: 162 (Appears upper forties or early fifties, curse you elf years)
Sign: The Atronarch
Faction: Balmora Fighter's Guild- Retired

Class: Hunter
Skills: Marksman, Light Armor, Sneak, Field Cooking, Trap Making, and Navigating Wilderness

Physical Appearance: A rather old Dunmer, he has dull gray skin with his fair share of wrinkles. No one would call him an elder, but he is old enough to have risen through many of the Fighter's Guild ranks, retiring at Defender at the age of sixty two. His once toned muscle has deteriorated into flab from too many afternoons of drinking and recounting old stories.
Hair: Silver-gray, cropped short. Flat on top and thin on the sides, the top of his head is beginning to bald.
Eyes: Red, usually half closed.

Mental: Folven has a very relaxed mindset, borne from years of apathy. He was once a very energetic driven young man, but now he is content to complain about politics and young people. However, his skill is un-doubtable, if less than his boasts would have you believe. He has had over a hundred years to practice his aim, and they have not been wasted.

Armor: An old set of chitin armor given to him by his Father, it has his name inscribed on the left boot and pauldron in daedric script
Weapons: An old unstrung steel longbow with twelve remaining intact arrows
Clothing: Middle class garments, mostly tans and browns.
Miscellaneous: He has an old journal that he will show people as proof of his accomplishments, as well as a few medals he got from the Guild. He also is usually sporting some form of alcohol or another.

Brief History: Grew up in Vvardenfell, on a farm with his large family of nine. His father told him he was terrible at seeding and planting, and made him go catch the family some food. He came back with two full grown guar, and was a hunter ever since. He joined the Fighter's Guild as a bowman, and had an un-exemplary and long career there.
He is not very religious, but he is perhaps over concerned with the country's politics, arguing it with anyone who will listen. He has gathered as much information as he can about the recent Nerevarine rumors, but has not yet fully made up his mind on the matter.
Folven is currently living in a small apartment near the Fighter's Guild, which he frequently visits to comment on the "younglings" to his fellow veterans. He usually spends most of the day there or in the nearby Eight Plates tavern.

Possible Incarnate: No

Character Sheet: Manu

Name : Elissandre

Race : Breton

Gender : Female

Age : 24

Birthsign : The Lady

Class : Healer (sort of)

Faction : Temple

Skills (I used the Morrowind style) :
Majors : Illusion, restoration, shortblade, speechcraft, unarmored
Minors : alchemy, alteration, enchant, light armor, mysticism

Physical appearance : Elissandre is a rather short but good looking redhead, wearing the Temple's robe of blue and yellow (over a bit of armor if she's expecting trouble), with one dwemer shortswords sheated at her belt.

Mental : rather easygoing and with a bit of an hedonistic streak, Elissandre prefers calming issues or finding ways around them than open confrontation

Equipment :
Armor : Chitin greaves, cuirass and pauldrons
Weapons : dwemer vampire blade (absorbs health and fatigue with each strike, not very powerful nor many charges)
clothing : Temple robe
Cadra signet ring - constant healing and resting effect (at low levels, it makes for quick recovery and comes handy to resit fatigue, but it's effect will barely be noticed in combat.

Miscelaneous
Several restoration potions (fatigue, health and magicka, 3 of each), one fire shield potion
half a dozen empty soulgems (of varying size)
a thin bronze chain enchanted with low level frost or fire enchantments - just the thing to wrap around a glass or over your armor to keep it cool, or to dunk in a pot when you need to boil some bandages
Healer's kit (a leather tool bag with a selection of medical goodies for mundane healing ? bandages, splinters, thread and needle, probes, tweezers and the like. Also includes an apprentice quality mortar and pestle)

A decrepit pack guar placed at the nearest farm.

Background : Elissandre is the daughter of the now-defunct baron of Cadra, a minor breton domain and therefore the proud heiress to a smoking ruin, since the domain was invaded by a neighboring baron.

She ran as far away as possible, going into hiding among the dregs of society. She finally drifted to Morrowind.
Being on the receiving end of the Temple's charities, she decided to cast her lot with them to repay the favor, the Tribunal and the Saints more appealing to her than the somewhat distant Nines or the unpredictable daedra lords. She's not exactly welcome by the Temple's conservative wing, but she persists.

Possible Incarnate: No

Character Sheet: Vanir90210

Name: Anirya Masamu
Race: Dunmer
Gender: Female
Age: 24
Birth Sign: The Mage
Faction: Mages Guild, Ex-Blades

Class: Thaumaturge. Avid practitioners of the magic arts, Thaumaturges never devote themselves to lives of study and intellectual pursuit; rather, they like to adventure, and frequently are sound of both body and mind.
Skills: Restoration, Alteration, Mysticism, Destruction, Blunt Weapon, Speechcraft, Unarmored, Alchemy, Acrobatics, Athletics

Physical Appearance: 5' 4" tall, Average weight. Slightly on the beautiful side, but not jaw-dropping gorgeous. Red eyes, of course, bright white hair.

Mental: Anirya is very curious, and it has gotten her into trouble many times. She is good at masking her feelings, but when she releases them, it is always extreme. When she gets nervous, she often gets cold feet, so to speak, and will abandon an objective unless it is something she really wants, needs, or has someone to help her along the way.

Armor: No armor
Weapons: Steel Staff
Clothing: An elegant blue robe with dull gold trim, enchanted with a medium-strength constant-effect calming spell; long, red, silken pants with a matching shirt; a simple silver amulet encrusted with 3 small emeralds
Miscellaneous: A waterskin that she keeps full at all times, a quill, an inkwell, about 780 gold, and a good amount of bread and skrib jerky.

Brief History: 3 years ago, Anirya was sent to Vvardenfell by the Emperor, on the premise that she may be the Nerevarine. Her only crime was getting involved with some rather undesirable characters, and ended up being an unwilling accessory to murder. Her past continued to haunt her, and she could not deal with the tasks given to her by Caius Cosades, and so resigned from the Blades. She has been working for the Mages Guild ever since.

Possible Incarnate: Yes

Character Sheet: ?berbau

Name: Sonja Kind-Heart
Race: Nord
Gender: Female
Age: 23
Birth Sign: The Lord
Faction: Nord tribe, Skyrim

Class: Chieftain's daughter
Skills: Long blade, blunt, medium armor, speechcraft, restoration, armorer

Physical Appearance: Tall (5'9"), not stunningly beautiful, but pretty if considered generously, Sonja has dark-brown shoulder-length hair and is fit and lean. Her eyes are grey-green.

Mental: Sonja is not very agressive, prefering to talk her way out of difficulties instead of resorting to violence. If threatened, she will prefer to withdraw instead of fighting, and use a blunt, nonlethal weapon rather than a sword unless faced with a superior opponent. So far, her attempts to avoid bloodshed have been successful and she has not killed anyone. Generally, Sonja is rather friendly. She is illiterate and feels rather self-concious about it since she found out that most people in Morrowind are literate.

Armor: Nordic mail cuirass, steel bracers, light leather boots
Weapons: Ebony longsword, wooden staff (6 feet)
Clothing: grey, well-worn, padded, warm pants and shirt, a black rainproof cloak
Miscellaneous: None

Brief History: Born in Skyrim, as the tribe's chieftain's daughter, Sonja had a lot of freedom in her childhood. She learned to fight and otherwise did as she pleased, picking up skills she had a passing interest in. Until she came across her ebony longsword, she had little idea of what to do with her life, and when she found this weapon, made of a strange material, a sudden fancy made her decide to learn more about it. Her quest, so far, took her to dagon fell.

Possible Incarnate: No

Character Sheet: Faldom

Name: Maggot (Not his real name, but it's the only thing he's been called his whole life)
Race: Possibly mixed race, Dunmer Mother, (known by appearance), Father's race unknown
Gender: Male
Age: Mid Twenties (apparent)
Birth Sign: The Lord
Faction: Former Smuggler

Class: Bandit, his main job was to guard the illegal goods
Skills: Long Blade, Destruction, Light Armor, Athletics, Mysticism, Marksman, and Short Blade. (Base Dunmer skills)

Physical Appearance: He is tall and built rather broad for a Dunmer. His body is riddled with the scars and tatoos that accompany many criminals. He kept himself rather muscular to be ready for his life of violent encounters.

Mental: Although he has given up his violent ways, he still has a rough personality.

Armor: none yet
Weapons: Cheap iron dagger
Clothing: Paupers clothing
Miscellaneous: A journal, a harmonica.

Brief History: Was born a bastard child, to an unknown Father, and to a Mother that died at child birth. He had to be raised by the streets because unfortunately Orphanages in his city were already overflowing and could not accept new children, being brought up by the scum that inhabited the streets he was exposed to the underwold of Tamriel very early on. For the rest of his young life he lived as a street urchin until he eventually fell into smuggling Skooma form Morrowind to Cyrodiil.

After a life of crime, the gang Maggot belonged to was tracked down and raided by the Imperial Legion, everyone was killed but Maggot, who was taken into captivity. He has been imprisoned for many years and he swore to his life that if he was ever let free he would never return to crime. And now for reasons unbeknownst to Maggot the Emporer is realesing him.

Possible Incarnate: Yes

Character Sheet: Zalphon

Name: Korvan Broodikus
Race: Dunmer (Dark Elf)
Gender: Male
Age: 28 (Young advlt)
Birth Sign: The Lady
Faction: Ex-Thieves' Guild

Class: Bard (Plays music, seeks knowledge, etc.)
Skills: Short Blade, Unarmored, Alchemy, Speechcraft, Stealth

Physical Appearance: A thin dunmer, a bit taller than average. His hair falls to his shoulders. He is somewhat muscular, but not extremely.

Mental: A good man, seeking to help people, he is strong-willed. He is easily startled, but sticks to his beliefs. He is a worshipper of the Tribunal. Korvan is very kind, willing to give what little he has to other beggars and peasants. It isn't uncommon to see him out on a street corner playing his lute to make a few septims. Sometimes people give him enough money for food, other times he starves.

Armor: None
Weapons: Iron Dagger
Clothing: Black Long-Sleeved Shirt, Black Pants, Black Boots, Black Gloves, Black Scarf (covers mouth and nose), Black Cloak (Cape/Hood)
Miscellaneous: Lute, three septims, a journal, a quill, and some ink.

Brief History: Born to uncertain parents in Cyrodiil. He joined the thieves guild to make a few gold. Korvan made enough gold to purchase a lute, some clothes, a journal, a quill, and some ink. However he decided he wasn't going to help in their dealings anymore and left. Korvan doesn't like to hurt people, but knows sometimes it happens. He was going to become a pilgrim, but he decided that the path for himself was a bard, he would wander around Balmora, playing, seeking what little coins he could get, but he accepts when he must go hungry.

Possible Incarnate: Yes

Character Sheet: woolymammoth45

Name: Arethan Andas
Race: Dunmer
Gender: Male
Age: 330 (32)
Birth Sign: The Mage
Faction: Televanni
ExFactions: Amelexia

Class: A Dunmer battle-mage?
Skills: Destruction, Conjuration, Mysticsm (SP?), Swordsmanship, Armor wearing, knowledge of literacy

Physical Appearance: Arethan is a moderately sized Dunmer, built with muscle tone. He is not extreme in muscle composition. Arethan wears an old rugged face, with many tiny unnoticeable rugged scars. His skin is moderately colored, with him not being a very dark or light Dunmer. Arethan features deep red eyes as any Dunmer. Arethan is average in speed, but does not need a great physical ability. He works with melee weapons with strength, and uses much Magic. It is always good to have a back up style.

Mental: Arethan's mentality is his weakness. He is smart; however, he often has a quick temper for those that annoy him. He realizes many things when he is calm, but when he sees others do something arrogant, he grows angry, and often does something arrogant himself.

Armor: Arethan wears Ebony armor, which was given to him by Alemexia. It isn't really any better than steel, but was given to him for honor. He usually wears a cool linen shirt under it. The ebony itself is plate, with golden strips lining through it, and the joints. He wears no helmet, and wears bracers. Gauntlets do not allow you to cast spells. The bracers have magic in-carvings in them. Arethan's armor is somewhat scratched do to past conflicts. This armor is not the enchanted given by Amelexia. That was taken from him.

The armor is not with him, but in Mournhold. He wears old Iron armor in place.

Weapons: Arethan keeps an ebony longsword across him back on a strap. It was given to him by King Helseth. He only uses it for close defense. Most of his primary attack is magic.

Miscellaneous:
Arethan keeps potions and poisons of a sort on his belt. His belt is colored black, and holds many things, including a small poison dagger that he hardly ever uses. The dagger is black. The belt is said to have been from a thief breaking into Alemexia's temple that was struck down by Arethan.


Brief History: Most of Arethan's childhood details are unknown. He grew up in Morrowind, and went through dire training at a young age. He was taught many great skills by the temple and Televanni houses, since his father came from one, and his mother the other. You can see his Dunmer style reflect on his fighting, but many of his tactics and spells came from the arcane university, and then enhanced by Dunmer culture/tactics. He was admitted into the university at age 200, and studied for many years there. Most estimate it was around 75, but it was not documented by anyone other than Arethan. He then worked as a her-hand for Amelexia, after being appointed by her. Soon, after growing tired of Amelexia's selfishness, he left. He now has been sent by the Empire to discover the rumors of House Dagoth?

Possible Incarnate: Yes

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Mrs shelly Sugarplum
 
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Post » Sat Jan 22, 2011 9:30 am

Having a group around the Nerevarine is not a bad idea. In fact, it is a great idea.

Here is an outtake from a certain book on my shelf:

The bards praise Heracles as the solitary hero who plundered our queen Hippolyta's virgin belt. This is a lie. He came to the Wild Lands with twenty-two ships and a thousand man-at-arms - and not such clods as one sees with stone-point spears dull as billhooks, but iron-armed, in cuirass of tin and silver, shields bronze-faced and heavy as waggon wheels, and helmets of electrum and gold.

Do you see what I'm trying to say? Heroes are often praised, but no one sees the industry behind it that enabled them to become heroes. It's the same with singers or actos in present day. They are not famous for their work only but for the work of all those you do not see in front of the camera/on the stage. So having a group for the Nerevarine is not just a good idea, it is the only sensible way to make it happen.
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Chris BEvan
 
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Post » Sat Jan 22, 2011 7:01 am

I would certainly join, this is a very nice idea and have thought of this same thing while playing Morrowind. Why not have a small group to help defeat Dagoth Ur?

When will you be accepting Character sheets?
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yessenia hermosillo
 
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Post » Sat Jan 22, 2011 2:26 pm

I'd join! It's good because im playing through Morrowind for the first time ^^
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Alexandra Ryan
 
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Joined: Mon Jul 31, 2006 9:01 am

Post » Sat Jan 22, 2011 2:31 pm

I still need to produce more rules to keep the RP reasonably orderly; also I need to figure out what Character-Sheet setup we should all use.

Note: This is probably going to be quite a long RP, and we shouldn't be rushing just to get to the next major point in the plotline.

For now, just feedback and ideas will be good. I'll see how many people are interested and then we'll get started with all that setup jazz.
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Bryanna Vacchiano
 
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Post » Sat Jan 22, 2011 3:03 pm

I am in, mothershucklers. This is exactly what I've been wanting.

I think I shall play an Altmer Enchanter.
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Fam Mughal
 
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Post » Sat Jan 22, 2011 3:36 pm

I'm interested but there's the issue as to how everyone is going to join the Nerevaine. If we're following his story then we can't just have him meeting up with everyone in Seyda Neen, it'd be a bit ridiculous. Maybe organise side-stories to tie into your main plot at convienient points?
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Russell Davies
 
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Post » Sat Jan 22, 2011 7:15 am

I'm interested but there's the issue as to how everyone is going to join the Nerevaine. If we're following his story then we can't just have him meeting up with everyone in Seyda Neen, it'd be a bit ridiculous. Maybe organise side-stories to tie into your main plot at convienient points?


Im going to get writing mine now for the muscle wasting disease ridden Nordic Mage. mmmmmmm interesting
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Andrew Tarango
 
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Post » Sat Jan 22, 2011 6:10 am

I'd be willing to wait until Balmora to join the Nerevarine's party. It'd make sense if my character was hanging around with the Mage's Guild.
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Kelly John
 
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Post » Sat Jan 22, 2011 3:30 am

I feel like who ever decides to play as Nerevar should be an experienced RPer. It would be easy to UBER with him; especially when you become immune to all disease and get Keening and Sunder. This looks as though it could turn out to be a great RP.
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Jacob Phillips
 
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Post » Sat Jan 22, 2011 3:23 pm

I'm interested but there's the issue as to how everyone is going to join the Nerevaine. If we're following his story then we can't just have him meeting up with everyone in Seyda Neen, it'd be a bit ridiculous. Maybe organise side-stories to tie into your main plot at convienient points?


Ah, that's a good idea. I was thinking about that for characters that come and go: Make a seperate thread for a seperate RP or Fanfiction of the characters who are still in the Morrowind RP. The only problem I can think of is getting the timeline consistencies right since it may be easy to make a mistake and have one RP progress over a month while the other is only a few days. Of course this is optional and a character's sidestory can be implied but not actually written out in a thread.

It's true though that if some characters want to join in at certain points which is not on the prison ship or at Seyda Neen; they may have to wait a bit. I would like this to not be just a blur of Nerevarine traveling everywhere in just a few posts. But, if you still want to take part in the RP; you can feel free to make a side character to just travel with the Nerevarine a little bit.

Examples of this would be a local guard, traveling pilgrim, or a swathy merchant. You can appear in the RP for a little bit, then leave when you feel like it. This can be done by simply waving good-byes and traveling off, or getting killed!

For your idea Dirk Zephyrs, if you want you could be sent to the Bitter Coast to collect Mushrooms for a certain khajit mage. But it's your choice if you would like to wait!

I feel like who ever decides to play as Nerevar should be an experienced RPer. It would be easy to UBER with him; especially when you become immune to all disease and get Keening and Sunder. This looks as though it could turn out to be a great RP.


I agree with this, I suppose those things are perks of the trade! ...the trade of being a reincarnated general hero guy. But I hope we can all agree on the roleplayer who becomes the Nerevarine, which means we trust the roleplayer to be awesome.

Anyways, I'm glad there's such interest in this RP idea.
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KiiSsez jdgaf Benzler
 
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Post » Sat Jan 22, 2011 4:19 pm

Just an idea to be tested: what if you have a group of characters and we don't know who the true Nerevarine is? Perhaps the wise-women say he is in this group but cannot say who he/she is because the potential role of the Nerevarine is constantly being shifted by the winds of fate. So who will eventually be the Nerevarine is simply a matter of chance and time. This forces the group to stick together because if they break apart the ball will fall out of the roulette, so to speak.

Just to give the whole prophecy deal a twist, I thought.
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Leticia Hernandez
 
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Joined: Tue Oct 23, 2007 9:46 am

Post » Sat Jan 22, 2011 5:43 am

Just an idea to be tested: what if you have a group of characters and we don't know who the true Nerevarine is? Perhaps the wise-women say he is in this group but cannot say who he/she is because the potential role of the Nerevarine is constantly being shifted by the winds of fate. So who will eventually be the Nerevarine is simply a matter of chance and time. This forces the group to stick together because if they break apart the ball will fall out of the roulette, so to speak.

Just to give the whole prophecy deal a twist, I thought.


Yep, that's what I was thinking would happen for a good portion of the RP. From the time off the prison ship until the time Moon-and-Star comes into play; we'll be slightly confused at who is the true Nerevarine and who isn't.

Of course this only applies if there are more than one person who wants to be Nerevarine. And even then we'll have to all decide on and agree who it will be once we get to Moon-and-Star. That is unless all the incarnates wants to try it on, and whoever isn't dead at the end is it!
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Thema
 
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Post » Sat Jan 22, 2011 8:10 am

An excellent idea! Good show, my friend :)

However, it would require a lot of planning from you as host. I would advise you to wait at least a week before starting the rp, and use that time to plan the crap out of it. This will also be easier if you have everyone's character sheets and even if they suggested where they would want to be.

I do advise making it so no one knows who the real Nerevarine is, but the whole group can't land the death blow. Keep it unknown as long as possible.

Also, keep in mind that not everyone has finished Morrowind, so don't assume everyone knows who and where everyone and everything is. Make sure most know, but keep it simple enough that you introduce things like they are brand new. Also, don't stick to the same quests and questlines as the main story. You can skip things like the Dwemer puzzle box and likewise for the sake of the RP, but also make up some new tasks that would require a group effort. Like you said, perhaps getting an army behind your men is an option without game restrictions.

Other than that, looks very good! Plan, plan, plan, and there is nothing that can go wrong (well, there is, but oh well :)) Good job :goodjob:
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Zosia Cetnar
 
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Post » Sat Jan 22, 2011 6:23 am

You can skip things like the Dwemer puzzle box and likewise for the sake of the RP


But that's such a fun quest D:>

I mean, it's got plenty of bandits, introduces the PCs to Dwemer ruins, and is a pain in the ass to actually find. (I advise the box just being put on the bandit's leader to make it easier, of course.) Plus, we don't walk in to Vvardenfell knowing all about Nerevar and the Nerevarine Cult, or the Sixth House or anything like that.

My question is, will we strictly be following the main quest, or are you going to allow us to freeform it to an extent so we can do other quests for the Mage's Guild and the like? If we do, it could very well wind up being a tremendously long RP, of course, but at the risk of dying when characters split up to pursue their own goals...
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Riky Carrasco
 
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Post » Sat Jan 22, 2011 8:13 am

An excellent idea! Good show, my friend :)

However, it would require a lot of planning from you as host. I would advise you to wait at least a week before starting the rp, and use that time to plan the crap out of it. This will also be easier if you have everyone's character sheets and even if they suggested where they would want to be.

I do advise making it so no one knows who the real Nerevarine is, but the whole group can't land the death blow. Keep it unknown as long as possible.

Also, keep in mind that not everyone has finished Morrowind, so don't assume everyone knows who and where everyone and everything is. Make sure most know, but keep it simple enough that you introduce things like they are brand new. Also, don't stick to the same quests and questlines as the main story. You can skip things like the Dwemer puzzle box and likewise for the sake of the RP, but also make up some new tasks that would require a group effort. Like you said, perhaps getting an army behind your men is an option without game restrictions.

Other than that, looks very good! Plan, plan, plan, and there is nothing that can go wrong (well, there is, but oh well :)) Good job :goodjob:


I am planning to have the Nerevarine as unknown until later. Probably in the character sheets do a "Potential Incarnate: (Yes/No)" part. Then it's just revealed in time when the Nerevarine-specific stuff begins to occur.

I'm not really sure how much planning is required though. There seems to be two options to approach this RP.

Option 1.) As host, plan out every stage of RP carefully and progress it myself; deciding when each stage begins and ends.
Option 2.) Let the roleplayers move the plot along by themselves. Putting good faith in their taking iniative to a reasonable degree.

I was planning option number 2, though I would PM people ahead of time, suggesting the next part and for them to get ready. I understand though that ideas have the possibility of clashing though. So I would like input on how the RP should be run. Assuming option number 2, the group as a whole would decide what parts (if any) they would agree to skip; through PMs.

My question is, will we strictly be following the main quest, or are you going to allow us to freeform it to an extent so we can do other quests for the Mage's Guild and the like? If we do, it could very well wind up being a tremendously long RP, of course, but at the risk of dying when characters split up to pursue their own goals...


The RP itself will be focused primarily on the mainquest, but that doesn't mean they can't get sidetracked for a certain task. Resucing some pilgrims or slaying a terrorizing Necromancer for example. But I rather not have the RP start a whole seperate storyline, where they have to collect five elemental orbs across Tamriel to defeat an ancient evil or something crazy like that. But if the Mage's Guild is like "Oh, pick up the heart of a Dremora Lord while your out there Nerevarine," that'd be fine.

Any seperate long storylines could be started in another thread which parrellels the Morrowind one.
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Ross
 
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Post » Sat Jan 22, 2011 1:07 pm

This is a pretty decent idea. It's been done before so we have plenty examples of what not to do. Really what the creator will need to worry about is managing the RP. I suggest that the creator RPs the Nevarine or that the Nevarine is never really expressed out right in the RP, but more like a theme, something in the background in a way. Then the people who RP actually fulfill the non essential to the main quest missions. One becomes the redoran, another the hlaalu and then the telvanni. If i join i'd claim Telvanni!
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Chloe Botham
 
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Post » Sat Jan 22, 2011 12:17 pm

I'm not really sure how much planning is required though. There seems to be two options to approach this RP.

Option 1.) As host, plan out every stage of RP carefully and progress it myself; deciding when each stage begins and ends.
Option 2.) Let the roleplayers move the plot along by themselves. Putting good faith in their taking iniative to a reasonable degree.

I was planning option number 2, though I would PM people ahead of time, suggesting the next part and for them to get ready. I understand though that ideas have the possibility of clashing though. So I would like input on how the RP should be run. Assuming option number 2, the group as a whole would decide what parts (if any) they would agree to skip; through PMs.


Option one! Option one! Option one!

All my planning obsessions aside however, I do really advise you put as little responsibility on the RPers as possible. Not because they aren't great guys (or girls), but because we tend to get sidetracked with our characters on things. As host, it is your job to keep the RP moving and not focused on one event or person (for that loses interest quickly). Not saying you can't take input from them, but as leader of the RP, you have to make a concrete plan. We all know how free form RPs tend to crash and burn...


The RP itself will be focused primarily on the mainquest, but that doesn't mean they can't get sidetracked for a certain task. Resucing some pilgrims or slaying a terrorizing Necromancer for example. But I rather not have the RP start a whole seperate storyline, where they have to collect five elemental orbs across Tamriel to defeat an ancient evil or something crazy like that. But if the Mage's Guild is like "Oh, pick up the heart of a Dremora Lord while your out there Nerevarine," that'd be fine.

Any seperate long storylines could be started in another thread which parrellels the Morrowind one.


Eh... I would recommend you not stray too far. Try not to get sidetracked with much, or else it'll A) be really way too long and slow paced for most people and B ) end up losing focus and direction. You can let the characters have their own agendas, but everyone that is going to follow the Nerevarine path should have the Nerevarine goal in mind. I love the ability in game to become leader of other factions, but I doubt the Nerevarine took a few months off to play the Morag Tong questline for a while.

Don't rely on anything in the game. Rely on lore sources and your own imagination (or other people's). Otherwise you might end up making a cooperative version of Morrowind in text form (and then Bethesda won't be able to sell any more copies :P). And most of your RPers will have played and be looking for a new experience.

If you want to go off on a side quest, be sure either everyone goes, or you split up into sizeable groups. You can RP two seperate groups so long as everyone knows where they are, but it can get a little troublesome. Always remember to go with what the characters would really do, because that is what your RPers are going to tend to do. No one likes to be reminded that they are RPing by getting stuck out of character by shoddy hosting. I don't have much advice for hosting itself, but I'm sure other people and other threads might be able to help (I think I once made something similar, actually...)

Still, it looks like a sound idea, if somewhat difficult to host. Don't be afraid to ask more senior members participating in your RP for advice :goodjob:
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des lynam
 
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Post » Sat Jan 22, 2011 5:10 am

Huh, it might be more reliable to have an experienced hoster take the lead for the RP then. Not that I don't have faith in maintaing some control; but someone else may do it better and have more knowledge on how to do it.
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Kim Bradley
 
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Post » Sat Jan 22, 2011 4:14 pm

Well, since I really liked this idea and I'm trying to get back into the swing of things, I might just want to join in. If you're still accepting sheets, that is ;)

I'll try to throw something together (scan my extensive library of characters and fit one to this), and pm it to you tomorrow. I don't know about co-hosting, but I can help you out with a lot of stuff.

PS Don't expect my posts too frequently. I'm only getting back into RPing because football is ending, but I still have a lot of schoolwork (and football is only over next Friday). So, don't count on me much until a couple weeks, but I'll be able to post pretty regularly until then too.
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Mason Nevitt
 
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Post » Sat Jan 22, 2011 11:39 am

Well, since I really liked this idea and I'm trying to get back into the swing of things, I might just want to join in. If you're still accepting sheets, that is ;)

I'll try to throw something together (scan my extensive library of characters and fit one to this), and pm it to you tomorrow. I don't know about co-hosting, but I can help you out with a lot of stuff.

PS Don't expect my posts too frequently. I'm only getting back into RPing because football is ending, but I still have a lot of schoolwork (and football is only over next Friday). So, don't count on me much until a couple weeks, but I'll be able to post pretty regularly until then too.


Right, guess I'll get into planning. Storyline and progression planning. Woo.
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DAVId Bryant
 
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Post » Sat Jan 22, 2011 3:53 pm

I'd really like to experience this. Morrowind was the best game I ever played I no current roleplays are ever set there.

It's been awhile since I have played a dunmer. I think I will.
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Siidney
 
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Post » Sat Jan 22, 2011 11:48 am

Alright, here is the planned format of the character sheets for the RP to tide you over as I set the plan up. You can either post them directly onto this thread or PM me or even both, and I'll see that they will appear on the Original post of the actual RP thread.

At the start, I wouldn't like any vampires or werewolves; but of course this can to change as the RP goes on. Vvardenfell is a dangerous place.

Thanks to Darkom95 for the layout of a one!

-----
Character Sheet

Name: (Your character's name used for the RP.)
Race: (Your character's race from the Elder Scrolls.)
Gender: (Male or Female.)
Age: (Your character's age or what age they appear.)
Birth Sign: (One of the Elder Scrolls birth signs.)
Faction: (If any, you may list ex-factions as well.)

Class: (A name, and the description if you want!)
Skills: (Some skills your character knows!)

Physical Appearance: (How your character looks.)

Mental: (The state of your character's mind.)

Armor: (Your character's armor at the start of the RP. I may even update this regularly!)
Weapons: (Your character's weapons at the start of the RP. I may even update this regularly!)
Clothing: (Your character's clothes at the start of the RP. I may even update this regularly!)
Miscellaneous: (Random objects of interest your character has. I may even update this regularly!)

Brief History: (A little bit about your character's background.)

Possible Incarnate: (Could you be the Nerevarine? Yes or No.)

-----

I'll update the original post with this!
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Rob Davidson
 
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Post » Sat Jan 22, 2011 7:09 am

This sounds pretty fun. :D I can't promise that I'll be super-active, or even that I'll join, but I'd like to, am on half-term at the moment, and so have more time than usual.
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Charlotte Henderson
 
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Post » Sat Jan 22, 2011 1:22 am

Alright, I have plenty of things planned for this RP to keep it moving along with as little character-control as possible. Here would be my character sheet; go ahead and post your own! Mind you, we still need a Nerevarine (or at least a potential one!) After a good amount of characters are in the mix, we'll begin!

Character Sheet: Horizon Seeker

Name: Valluk
Race: Dunmer
Gender: Male
Age: 31
Birth Sign: The Steed
Faction: Loosely Affiliated with the Cammona Tong

Class: Mercenary
Skills: Spear, Short Blade, Marksman, Medium Armor, Athletics

Physical Appearance: Valluk is a young athletic Dark Elf with a cut-throat look about him. He has roguish expression yet holds coldly sincere eyes. Across the left side of his face sprawl dark blue Dunmer tattoos extending from his forehead down to the side of his mouth. His black hair is short and remains loosely on his head.

Mental: Valluk is a serious Dark Elf with a mind always set on a goal. Years living amongst the criminal underworld have made him cautious of others; very rarely offering one complete loyalty whoever they may be. He holds the philosophy that everyone is out looking for themselves, and he must do the same or risk losing everything. That's not to say he does not hold loyalties, but they only exist to serve his own ends.

Armor: None.
Weapons: None.
Clothing: Common plain clothing
Miscellaneous: None

Brief History: Valluk spent his youth as a boy trying to survive on the stone streets of Almalexia. Although the Tribunal Temple was kind and charitable, he was eventually brought under the sway of criminal organizations across Morrowind. From here on deception, theft, fighting, and even murder became part of his life. After making more than a few enemies in Morrowind, Valluk traveled to Cyrodiil to start anew.

Several years later he was captured and arrested for a horrific crime and was marked for execution in the Imperial Prison. He was later approached with a deal by an agent of the Emperor. He would be released and pardoned from his crimes if he would travel with a certain prisoner to accomplish a task on Vvardenfell. With little other choice, Valluk accepted and boarded an Imperial prison ship back to his homeland of Morrowind.

Possible Incarnate: No.

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Laura Shipley
 
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