Matrons of Murder

Game Master Umineko

Six new recruits have joined the Dark Brotherhood, each born under certain signs, marking them as children of destiny. What role in destiny will they play for the guild of murder, however?


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Maybe it was an accident. Maybe you meant to do it. Maybe there were circumstances that made it out of your control. Whatever the case, you murdered someone. You thought you got away with it, or you went to jail for it, or you paid your fine and left that stain on your name. Whether someone knew it was you or not, you went to sleep. It may have been for an hour or a day; it was hard to tell, but when you awoke, you found you weren't alone. Standing next to you was a dark figure, dressed in a dark, hooded cloak so you couldn't see his/her face. They came with an offer, and it was certainly a tempting offer; the offer to join the Dark Brotherhood, a place where murder is just part of the job, and is full of people who very much love their job. All you had to do was commit just one more murder, and you could join the family...

This freeform game is going to take place in the Elder Scrolls universe of Tamriel, spanning throughout the entire continent. Prior knowledge of the games is not required, but it is very much appreciated. This is a Lawful Evil game, though characters do no necessarily have to be evil. They will have to be willing to follow orders, though, if they wish to stay in the guild.

The main body of the rules and guidelines can be found in the following spoiler. Any questions may be asked in this thread or PM'd to me. I will be happy to answer all of them, and hope to find people interested in this story.

Spoiler:
Matrons of Murder

Tamriel is a land that can rarely claim it has peace, and when it can, it's usually uneasy, at best. With the High Elven Aldmeri Dominion of Sumerset Isle still in power, never has this ever been more true. Their quest for political and magical domination has scarred the landscape of several countries and dissolved its fair share of factions and political parties. They had made some uneasy alliances out of the Khajiit of Elswyer and the Wood Elves of Valenwood in the past, but those certainly didn't last for long. All nations feel that they must defend themselves from the Aldmeri Dominion, while the Aldmeri Dominion feels they need to put all nations back in their place.

Only one faction seems to thrive off the chaos that this has caused, and that faction is the Dark Brotherhood. Having found itself back to its old glory with its even older traditions, the Guild of Murder hasn't seen a day go by without several contracts being brought to them. Travel has been perilous with the mistrust and suspicions from the governments of the various provinces, though, so several murderers within the guild have found themselves doubled, tripled, even quadrupled up for protection. Despite this, though, the Brotherhood has continued to keep their eyes everywhere...but whose eyes are upon them?

This game is set 50 years after the events of Skyrim, focused on the going ons in the Dark Brotherhood. The Brotherhood has risen back to power, with its traditions back to the way they were in Oblivion, with the Black Hand, the Five Tenets, and of course, the Night Mother. Ranks certainly have grown in 50 years, with several sanctuaries being made and rebuilt all over Tamriel, but they are still small, with only veteran members in them. New recruits are sent to the Dawnstar Sanctuary in Skyrim, it being the most populated and most hospitable. While it is in Skyrim, most members in that sanctuary are still sent to other provinces of Tamriel, as there are just too many contracts for the other sanctuaries to keep up with.

This is going to be a freeform game, so no need to learn a whole new system, but keep stealth and secrecy in mind when PCs are fulfilling contracts. Common sense prevails here: don't advertize ties with the Dark Brotherhood, don't kill in the middle of a crowd when unnecessary, don't brag about a kill in the middle of an inn, so on, so forth. Investigations will also be held when the murders are discovered, and while not nearly as sophisticated by today's standards, their methods will prove efficient enough to determine the basic idea of how the murder took place. Such an investigation can produce evidence as to the murderer's identity, should such evidence be left behind. If a PC has acted suspicious before the murder took place (asking too many questions about the victim, being seen waiting outside the place of murder, etc.), guards may approach and bring them in for questioning. As this will only affect things at a local level, it will rarely affect characters that may never go to that city again, but it is still something to keep in mind.

Characters may be from any of the ten core races of the Elder Scrolls universe: Argonian, Breton, Dark Elf, High Elf, Imperial, Khajiit, Orc, Nord, Redguard, and Wood Elf. Each character may have two adept skills, three apprentice skills, and four novice skills. There won't be any checks or need to roll dice for skills, but I will use them as a determining factor as to whether or not a character is able to succeed at a certain goal. Adept skills will be what a character is most known for and will most likely succeed at, apprentice skills are what a character will have a knack at doing naturally to relative success, and novice skills are what a character will have at least a rudimentary grasp on, more like a hobby sort of thing. Skills can be trained in-character to make them more effective, but the process will be slow if not used in practice.
The following will be the list of skills available and a brief description of them for this game in three categories: Combat, Magic, and Stealth. Stealth skills are a high priority for this game, but by no means are they required if you feel they won't fit the character.

Combat Skills
One-handed: weapons meant to be wielded with one hand. Typically light, yet can be difficult to conceal. Includes longswords, maces, and war axes.

Two-handed: heavy weapons meant to rend through flesh and bone that can only be swung using both hands. Nigh-impossible to conceal. Includes greatswords, battle axes, and warhammers.

Heavy Armor: bulky, clunky shells of metal that are hard to penetrate. Includes iron, steel, dwemer, orcish, ebony, and daedric.
Martial Arts: the disciplines of fighting without weapons, using fists and feet to deal lethal blows. With many distinct styles, each martial artist can be more effective in certain situations than they are in others.

Smithing: the ability to smelt weapons and armor, and enhance them to make them even stronger. Being better in this skill means one can craft better equipment. Ores and materials must be gathered to make certain things, and better ores and materials are harder to find, but worth it in the end.

Magic Skills
Destruction: the school that utilizes magicka to harm foes. This comes in the form of fire, frost, or shock.

Fire: magic that sets foes ablaze, furthering the damage caused. Higher-level spells tend to burst in an area, lighting several foes ablaze at once. Despite the flames, it is much less effective as mundane fire at igniting objects for very long.

Frost: magic that chills foes to the bone, exhausting them and making them move slower. Higher-level spells can freeze opponents in place, though they are never fully encased in ice.

Shock: magic that electrifies enemies. It is rather effective against foes in metal armor or drenched in water, as well as against other spellcasters, as the electricity disrupts concentration and innate magicka. Higher-level spells can arc from one target to another and cause foes' muscles to spasm and seize up.

Conjuration: the school that can open the gates of Oblivion to summon daedra to the mortal realm, serving the bidding of their conjurer for a short time, or summoning the spirits of the dead to corpses, reanimating them until they fall to ash.

Daedric summoning: summons from the planes of Oblivion, though only for a short time. Most use this for aid in combat, distracting and attacking foes with a scamp, atronach, or dremora, though it can have other practical uses, such as sending a messenger or distracting a person. The higher the level of knowledge if this practice, the more powerful the daedra that can be summoned, and the duration of the summon becomes longer.

Necromancy: typically frowned upon in most societies, though few countries have outright banned its practice. Reanimating the dead has its uses, such as having another body in combat or making a helper in magical experiments, but the process is hard on the host corpse, and when the body takes too much abuse or the spirit remains in it for too long, the body crumbles to ash, rendering it unable to be used again. The higher the level of knowledge in this field of conjuration, the longer the reanimation can last, and the more abuse the corpse can take before reducing to ash.

Illusion: the school which meddles with the minds of self, friends, and foes alike. Perhaps the most versatile school, there are spells which range from influencing emotions to leaving the caster invisible to the naked eye.

Charm: magic that changes the disposition of a person more favorably towards the caster. Useful for prying out information that one would typically keep hidden from strangers, or convincing a person to follow their new “friend” to a secluded location.

Calm: changes hostile creatures into a more docile state, making them lose the urge to attack. If they're attacked while calmed, however, they will still feel the need to defend themselves.

Fear: causes creatures to run away from the caster, fleeing from them at all costs without causing harm to themselves in the process. If backed in a corner, they will do all they can to get themselves away, even if that means attacking the caster.

Frenzy: sends the target into an uncontrollable rage, making them attack anyone in sight, be they friend or foe alike. They will pick up any weapon they can find if they don't already have a weapon, otherwise they will use their fists. They will always use the best weapon they have.

Rally: causes a fleeing creature to become brave and face the peril that they were originally afraid of.

Night-Eye: allows the user to see in pitch-black darkness without the aid of light by turning their vision to a bluish hue, light and shadow alike.

Invisibility: renders the caster unseeable to the naked eye, but not silent, for a duration. Attempting to do anything other than moving (picking up an object, attacking a target, opening a door, etc.) breaks the spell prematurely.

Chameleon: partially blends the caster into their surroundings, making stealth easier, for a duration. Not a true form of invisibility, the caster can still be seen by alert observers. This spell is not disrupted if the caster does anything other than move, so it is more practical in a crowd at higher levels.

Silence: causes the target to be unable to produce sounds, making spellcasting impossible, for a duration.

Alteration: the school which manipulates the world around the caster. From making light to rendering a person immobile, there are many ways this school can be used to benefit a master of it.

Burden: causes the target's equipment to become heavier by a certain degree, causing it to encumber the target to staggering amounts, for a duration. This may possibly render the target immobile if they cannot handle the sudden weight.

Feather: causes the caster's equipment to become lighter to a certain degree, allowing them to carry much more than usual, for a duration.

Light: causes a small amount of light to be formed, either on a distant object, or in the form of a ball around the head of the caster. Makes the darkness hardly a threat, but the caster can be easily spotted if attempting to sneak around.

Mage Armor: shields the caster in a barrier that deflects damage from blows. Becomes stronger as the caster gets more skilled, and can eventually be formed in a way that deflects fire, frost, or shock damage, as well.

Paralyze: completely immobilizes the target for a brief duration, causing them to tip over to the ground. Only a great knowledge of the Alteration school allows a caster to this kind of magic.

Water Breathing: allows the caster to breathe water as if it were air for a duration. This spell does not stop the caster from being able to breathe above water.

Water Walking: makes water seem as if it were a solid surface to the caster, making them able to walk upon it without falling in for a duration. When the duration expires, the caster will fall into the water as normal.

Detect Life: grants the caster an unnatural ability to detect living creatures through solid surfaces and from a distance. This comes in the form of purple outlines around the living creatures, though with enough concentration, the caster can distinguish friend from foe by changing the outlines to blue for friend and red for foe. Doing so drain magicka at a rapid rate, however.

Restoration: the school for those that wish to keep themselves from harm and heal from wounds they cannot avoid. Healing magic closes wounds that would otherwise prove fatal, warding magic reflects spells for as long as the caster can concentrate, and turning magic makes undead flee for a period of time.

Healing: restores vitality to the caster or the target, closing wounds and rejuvenating the metabolic processes of the body. While unable to restore true life to the deceased, it can save the life of those still clinging to their last breaths.

Warding: a shield of force emanates from the caster's hand, deflecting and diverting spells cast at them for as long as they can hold it up. Each spell deflected drains magicka from the caster, so it can only be effective for so long.

Turning: targeted undead flee from the caster for a duration, as if feared. They will not fight back against the caster if cornered, making them easy targets.

Enchanting: while not a school of magic, it is a useful skill which imbues weapons, armor, clothing, jewelry, and other items with magic. Swords may set foes ablaze, armor may be more resistant to shock, rings may grant the wearer better success with their skills, and so on. The use of such a skill requires three things: something to be enchanted, knowledge of the magic with which the item will be enchanted with, and a soul gem filled with the soul of a slain creature.

Alchemy: not quite a school of magic, but a useful skill that allows one with sufficient knowledge to mix ingredients together in such a way their innate magical properties can make them form into helpful potions or deadly poisons. The better the knowledge of various ingredients, the more likely a potion or poison will be successful. Most tend to either focus on curative potions or deadly poisons, but there are those who split their studies into both.

Stealth Skills
Sneak: the core skill of the stealthy, those adept in sneaking know how not to be seen or detected. Clinging to shadows, taking light steps, avoiding the branches that will snap under their feet, and so on. Most who sneak up on an unwary foe know the best places to strike for a certain, sudden death.

Archery: attacking with bows from afar, sharp, pointed arrows to pierce the flesh of enemies. While favored by assassins and hunters alike, most tend to launch their arrows when the unfortunate target least expects it.

Lockpicking: the skill that lets thieves and other ne'er-do-wells get into places they aren't meant to. The better the the person is at this, the more likely they can crack through even the toughest of locks.
Pickpocket: taking valuables off a person without them noticing. The more experienced a pickpocket, the more likely they are to get away with the goods undetected.

Light Armor: non-encumbering armor that provides moderate protection to the wearer, but leaves them agile and mobile. Armors of this type include leather, hide, elven, and glass.

Light Weapons: mostly daggers, these weapons have negligible weight, tend to be small, and are rather easy to conceal. Perfect for back-up weapons or smuggling in a shiv when posing as a harmless commoner. Masters of these weapons can make them seem more deadly than a hefty axe, even when the element of surprise is lost.

The following is a guideline for character sheets:

Name:
Race:
Sex:
Birthsign: (The Apprentice, The Atronach, The Lady, The Lord, The Lover, The Mage, The Ritual, The Serpent, The Shadow, The Steed, The Thief, The Tower, The Warrior. These function as they did in Oblivion. Signifies the PC is a Child of Destiny.)
Adept Skills: Pick 2
Apprentice Skills: Pick 3
Novice Skills: Pick 4
Physical Description: Can include a photo, but a full paragraph will be more than acceptable.
Personality: A couple sentences should suffice, but no longer than a paragraph.
Backstory: Topics should include province of birth, brief mention of upbringing, first kill, and why they decided to join the Dark Brotherhood.
Equipment: Can include basic weapon of choice, basic armor, a couple potions/poisons, simple tools of the trade, and one unique item, but doesn't need to if it doesn't fit the character, and no special/named enchanted items.

Shadow Lodge

How would the mechanics of the game work, this looks interesting.


It's sort of a reaction based mechanic, with the skills you choose helping to determine the outcomes. Like it says, it's freeform, so no need to roll dice; just describe what your character is doing and how they're doing it, and I, in turn, will give you the results of said action. There of course will be character building and story telling elements, but when it comes to the contracts, it's sort of a battle of wits, to a point. It's nothing too complicated, really; just one of those deals where you have to think about your actions in order to succeed.

Also, as far as magic skills go, I've decided that there's no real need to "learn" spells from books or trainers, but more that, when you level up the skill in a certain school, you understand more about it, and thus can manipulate the magicka to do what you want it to. The amount of knowledge correlates to how many spells of that school you can learn, too: Say, like, one adept in Illusion can know how to charm, frenzy, calm, night-eye, and a brief invisibility, but another adept may have light, fear, rally, silence, and chameleon. I'll spell those out later if people decide to take certain spell schools, since it's a little complicated, and I'd rather not put that stuff down for people to read when they aren't interested in it.

Shadow Lodge

Preliminary filling out of the form
Name: Alton Barren
Sex: male
Birthsign: going to need an explanation on these, but from name alone I'll guess lord or mage
Race: high elf or kadjt, vampire if possible
Top tier abilities light weapon (or martial arts if kadjit), illusion
Tier two: smithing, enchanting, destruction
Tier three: stealth, light armor, conjuration, healing,
I might swap stealth to tier two, and I might move destruction down
Personality: charming, charasmatic, intelegant, power hungry, hedonistic
Backstory: pending
Equipment: a set of elven armor and an eleven sword
He fights with a blade in one hand, a spell in the other

I found a line related to grindle the kind that would be a great one line backstory
"Kill one person and you can solve so many problems! I wonder at the possibilities..."


Here is a list of what the different birthsigns do. In retrospect, they won't really affect too much, but it's there just to signify that the characters are born of fate, children of destiny, all that stuff. I suppose, if you really want, you could be a vampire, as well, but it will drastically limit what you can do throughout a lot of the game. I also would suggest putting stealth up higher in your skill list, since it will probably be one of the most important skills to the kit. It's your character, though, so in the end, it's up to you, so build him as you want so you can get the most enjoyment out of him.

Shadow Lodge

In that case the Mage birth sign, swapping stealth to tier two, destruction to tier three

Shadow Lodge

Ok, I'm thinking that my character was a kid who's parents were killed by ulfric during the civil war and he was sent to the riftin orphanage when Grendel was in charge and was in the room when the Dragonborn, slew Grendel and the above revalation came to him

He joined the thieves guild and learned magic in an effort to gain the attention of the dark brotherhood and mimic the path the Dragonborn took, he even joined on as a mercinary briefly before finally attracting their attention to become an iniatiate, but this my fellows was not the story's end, no Alton's story was just beginning.


The Scaled Shadow:
Name: Demetrian Magnes
Race: Argonian
Sex: Male
Birthsign: The Steed

Adept Skills: Stealth, Illusion
Apprentice: Light Armor, Light Weapons, Alteration
Novice Skills: Restoration, Conjuration, Smithing, Martial Arts

Physical Description: A lithe, tan Argonian.

Personality: Demetrian is a simple Argonian wanting nothing more than the next thrill, in what ever form it may take, as long as that form is fast. After all, you can't outrun Death, so take what bit of life you can!

Backstory: Demetrian was just barely not a hatchling when he first started getting into... situations. Out of Blackmars, he couldn't help himself. The first time he was caught putting slaughterfish in the local swimming hole. The second he'd raided a frostbite spider nest and put the eggs in the mayor's house. Then the third time, at the dawn of his third day in Skyrim, he put an amulet of Talos in the jewelry box of a rather nasty woman already suspected of being one of the last remaining rebels. He smiled as he watched his mother hang, and slipped out of town. It wasn't long before he murdered directly for the first time, as part of his Dark Brotherhood Initiation...

Equipment: Demetrian favors his leathers armor and a single steel dagger, red as fire from the fire salts he'd added to the forge it was made from.. He wears a belt lined with pouches and several hidden lockpicks, carrying only two potions(one healing and one mana) for dire emergencies his own abilities just aren't enough for. Out of twisted nostalgia, he carries a vial of frostbite spider venom to remind him how he got started.

Grand Lodge

Dotting For Interest


Added stuff to the campaign info tab, though right now it's just the rules, guidelines, and such in the OP, and a sample character sheet. I will add more to it eventually, but my time is short at the moment. I hope that the sample character sheet is a good, detailed outline to what I'm looking for in a character, though. I will add more detail on how magic will work in this game later, as well as a few things to keep in mind when the game actually starts up.

Foul, in the backstory, I would like to know who Alton's first kill was, perhaps a little detail as to why he joined a the Thieve's Guild, then a mercenary company, and where he learned his magic. Just something to think about when you make the character proper.

Azten, your submission is good, though I would like to see a reason that Demetrian would join the Dark Brotherhood, as well as a little more detail into his first murder that attracted the attention of the Brotherhood in the first place. While not necessary, I would also like to see where he learned his magic and why he chose to specialize in illusion specifically.

Kayne, glad to see you're interested! I hope to hear what you have in mind soon.


Easy stuff. The murder that attracted the DB's attention was framing his mother as a rebel and getting her hanged. He joined for the thrills, being slightly sadistic. Murder just stayed the best thrill. The magic came later on, through study to be the best possible killer. What evidence is there when the target just went into a rage and attacked his fellow townsfolk..?


Name: Litan
Race: Bosmer
Sex: Male
Birthsign: The Lover
Adept Skills: Stealth, Archery
Apprentice Skills: One-handed, Light Armor, Alchemy
Novice Skills: Smithing, Lockpicking, Light Weapons, Restoration
Physical Description: Of average height for a bosmer, Litan was never one to physically stand out from the rest of his village. What stood out most, was how easily he blended in. His olive skin and brown hair helped him camouflage amongst his bosmer as readily as the forest. His face paint emphasized his preference for the non-descript and often served as one more form of camouflage
Personality: Very quiet. Willing to chime in when asked directly, but prefers listening to speaking. Refuses to kill the innocent. (But with enough knowledge, no one is truly innocent.)
Backstory: Born in Valenwod, and raised as a hunter, youth was fairly typical for Litan. He was one the best shot in his village and always managed to provide for his mother and sister. Life went well enough until an Altmer, appointed by the Thalmor, took over the area as governor. He enforced harsh taxes, and excused his son's propensity for roving eyes and hands. About the time his sister was to come of age, and very possibly become subject to the noble's unwanted attention, Litan saw the young noble while hunting. He was being chased by lone wolf. Litan drew a bead on the wolf, and then realized the opportunity he had. He took careful aim, and loosed his arrow at the young noble. It took him in the neck, and if it didn't kill him outright, the wolf soon took care of the rest. Litan retrieved his arrow, and let nature have its way with the corpse. Soon another opportunity arose, and he claimed his second kill, another corrupt man. This time however, the brotherhood took notice, as did some of the local guards. Litan left with the brotherhood to make a difference and protect his family form his wanted status.
Equipment: A well crafted bow, Some good quality leather armor, and a few vials of poison and a sword for when a bow simply won't cut it. He also keeps a variety of daggers secreted about his personage for when he needs them, more often as utility tools than weapons, but effective as weapons too. Also wears a reversible hooded cloak. A mottled brown and green pattern on one side for when he is in the forest, a more typical brown on the other city work.

Shadow Lodge

Hmm
His first kill was when he was still in the thieves guild, someone walked in on him as he was stealing a jeweled dagger, he panicked and plunged the recently stolen dagger into the woman's chest killing her, his later kills came easier.
Why he joined in the first place, it's a group of powerful people with known ties to the dark brotherhood, which was at one point lead by his personal idol, the dragon born
Where he learned magic was a rather piecemeal education
He learned some from a few thieves guild members, such as the woman who will remodel your body (provided you weren't undead) and the alchemical shopkeeper, he bought a few spell books and taught himself, some of it was natural tallest *cough*mage constellation*cough*


Name: Kreel Subaddamael
Race: Dunmer (Secretly finds "Dark Elf" derogatory.)
Sex: Male
Birthsign: The Serpent
Adept Skills: Sneak, Alchemy
Apprentice Skills: Illusion, Lockpicking, Alteration
Novice Skills: Archery, Light Armor, Light Weapons, Destruction
Physical Description: Kreel stands slightly taller than most of his kin, nearing the average height of the Altmer, with the common elven frame making him appear almost willowy. His eyes glow a darker crimson than norm, standing out from bluish tinted grey skin. While far from homely, he's at least two glasses of wine from stunning, and frequently wears a disarming, friendly smile that owes more to his talents of illusion than kind intentions.
Personality: Kreel is truly a child of the Reclaimer Triumvirate, Azura's smile distracts from Boethiah's hands, strung together in Mephala's web. He plays the foppish bard while liberating pockets or minds of valuables, he mixes potions for allies, or laces them with "unavoidable" side-effects to gain the upper hand against unwitting competition. He is quick witted, silver tongued, and has an ability to speak volumes and yet say nothing, all while plucking strings of information from the victim.
Backstory: Born to the Grey Quarter of Windhelm, raised on the memories of the Morrowind's Ashland, secretly filled with the dark lore of Daedra worship, and witnessing the end of the Stormcloak Rebellion as a young boy. Kreel's first kill was well before that which drew the Brotherhood's notice, months of charming words and kind displays to win the trust of the daughter of an especially prejudice noble Nord. Culminating in a night of soft laughter and strong wine that the lass thought would be a scandalous tryst, only to discover to late her fate as an offering to Boethiah! As a descendant of the Morag Tong (scattered by the eruptions Red Year, sworn to one day reform), Kreel took great care in choosing a kill to attract the attention of the active Brotherhood. A guard that enjoyed throwing his weight around to the misery of the Grey Quarter made the mistake of coming alone one night, and fell prey to a pair of fangs carved horker tusks,each dosed heavily with life sapping poison, in a quick punch to the side of the neck. The body of this "vampire victim" was found near the graveyard the next morning as Kreel sat on the steps of the inn, playing his lute in the morning sun.
Equipment: A recurved shortbow, 2 steel daggers (one in his belt, the other poisoned up his sleeve), an old, but well maintained set of Netch leather armor (mostly hidden by a belted tunic and heavy cloak), one healing potion, a few vials of various poisons, lockpicks, a stone bowel and pestle, a lute and a pair of poisoner's rings, one for delivering a subtle intoxicant to food or drink, and the other a needle laced with a short-lived paralytic.


Also, I vote for the return of feather fall and levitate to Alteration. They were pulled in Oblivion because the cities were coded as individual areas, so player's wouldn't float over the walls and see an empty spot/glitch through the world for not using the door. :D

I miss floating in through a second story window.


I actually wondered at the viability of a sort of roll-less campaign so I am interested.

Name: Tobias Flint
Race: Half-Bosmer (if that is possible)
Sex: Male
Birthsign: The Shadow
Adept Skills: Sneak, Light Weapons
Apprentice Skills: Illusion, Light Armor, Archery (throwing daggers)
Novice Skills: Alteration, Lockpicking, Pickpocket, Smithing
Physical Description: Tobias has the features of a Bosmer but diminished. Less angular features and not so pointed ears. But most of that is covered by hat, smoke, and shadow. The long coat he wears hides his armor and the plethora of deadly blades beneath. If he wasn't so good at not being noticed he would stand out quite well. He is also short and thin but possessed of a wiry strength perfect sending deadly knives over great distances.
Personality: Tobias has a one track mind and a terse personality. He is not completely devoid of morals as most of the targets he picks are deserving of their fate but any who meet him can feel the cold radiating from his presence. And years of living in the Sanctuary has made him, perceptive, patient and calculating.
Backstory: Tobias first kill was at the tender age of four, though the credit should go to his mother. He was the bastard son of some important noble somewhere but his mother was merely a bar wench. Obviously he didn't want such a loose end so a member of the Dark Brotherhood was sent to kill them both. When the mother struggled more than the agent expected she opened the way for the terrified child to plunge a dagger into his stomach. With their reputation on the line the Dark Brotherhood decided to take the boy rather than kill him. Ever since, the Sanctuary has been his home and its member's his "family". Over the years he has trained his body for the day he might learn his father's identity and finally take revenge.
Equipment: A full set of shrouded armor covered by a long coat and wide-brimmed hat. Underneath the coat is numerous bandoliers of daggers. Most are mundane but a few are made of special metals for specific targets. He carries a few potions in case things go south but they rarely do, and enough money to grease a few palms.


Added how magic skills will work to the info tab, and I tried to explain it as simply as I could. If there's any questions about it, you may PM me, and I'll try to further explain to the best of my ability. When making an alias of a character that has magic as one or more of their skills, please put in a section that lists their spells and what levels those spells are at.

Moonjuice7 and Skivven, your character sheets are wonderful, and accepted. Both can easily provide wonderful moments in the story that will bring up their past and may make things interesting for them, to say the least. And Skivven, I had thought about adding in Levitate (as well as bringing Mysticism back and spells like Mark and Recall), but in the end, I decided against it, as there's already a lot of choices to pick from when it comes to magic, and Levitate could make things rather easy. Feather Fall would be nice, but I don't really plan on making it too necessary.

Zayne, being a Half-Bosmer is fine (though I would like to know the other half), having throwing daggers is fine, but I don't really find myself liking the backstory. It makes little sense to me, as the Dark Brotherhood would kill the boy, as he was a target (unless he's the one who called on the Dark Brotherhood at the age of 4, which I find doubtful), and it goes against what I'm going for here with him already being a member. I'm looking for recruits, not members who have been there for years. The sample sheet is for an NPC that will be in the game, so he's an exception. The rest of what you have is fine, but I would like a tweak on the backstory.

Shadow Lodge

Did I properly fill in any blanks?
Also who won the civil war? I'm hoping for empire.


Lord Foul II wrote:

Did I properly fill in any blanks?

Also who won the civil war? I'm hoping for empire.

I'd rather see your complete and proper character sheet before I answer the first question. As far as the civil war, I'm intending to keep that neutral, since it was something that could be left up for debate in the game. The way I'm putting it is that the Aldmeri Dominion kind of screwed things up for it a few years after the events of Skyrim, leaving no winner or loser, but just a lot of nations really mad at Summerset Isle. That is why the political landscape of Tamriel is in such a dire state of panic, confusion, and violence during this game that will affect certain contracts at certain times.


Thanks, and I fully understand the levitate call. Kreel will jist have to be selective about which balcony he takes running leaps off of to avoid guards and/or husbands.

Kreel's magic skill details:
Alchemy Adept - Poisoner
Alteration Apprent. - Detect Life, Burden
Novice - Feather, Mage Armor
Illusion Apprent. - Chameleon, Charm
Novice - Calm, Night-Eye
Destruction Novice - Fire (What else from a Dunnie?)

Any adjustments I should make for the Dunmer racial +10 Destruction and +5 Alchemy, Alteration, and Illusion?


Random TES nerdly info, in pairings between men and mer, the child takes on the race of the mother, with some (typically) minor influence from the father's lineage. The Gray Prince in Oblivion is an unique, yet typical example (Orc mother with Imperial Vampire father). Some racial drift is proven as well, Imperials being a blend of all the human breeds (which only gained a racial distinction between Daggerfall and Morrowind), and the Bretons, humans with inhereted Elven magical gifts.


Skivven wrote:

Thanks, and I fully understand the levitate call. Kreel will jist have to be selective about which balcony he takes running leaps off of to avoid guards and/or husbands.

Kreel's magic skill details:
Alchemy Adept - Poisoner
Alteration Apprent. - Detect Life, Burden
Novice - Feather, Mage Armor
Illusion Apprent. - Chameleon, Charm
Novice - Calm, Night-Eye
Destruction Novice - Fire (What else from a Dunnie?)

Any adjustments I should make for the Dunmer racial +10 Destruction and +5 Alchemy, Alteration, and Illusion?

All of that looks good, and there's no real bonus for picking certain races. I'm of the philosophy that your character's race shouldn't determine/influence what your character is good at, so I'm just nixing all the racial skill bonuses. It makes it a lot simpler for character creation, as well. Powers, on the other hand, are still viable, though to make each character unique, I'll allow for the Oblivion or Skyrim powers for races. That's something else I should've thought about, but it seemed like a minor point compared to everything else.

Click on the race of your character here to find the powers/abilities for Oblivion flavors: ignore the skills/attributes bonuses, as they won't really matter in this game. Click on the race of your character here for the Skyrim powers/abilities. Again, ignore the skill bonuses, since they won't factor into this game.


Oblivion traits for me, fire resistance and Ancestral Guardian (Frost slinging ghost summon). Kreel is not one to try and flaming hug it out with the Wrath power.

Now if Paizo will let me create an alias for the character....

Shadow Lodge

Name: Alton Barren
Sex: male
Birthsign: going to need an explanation on these, but from name alone I'll guess lord or mage
Race: high elf, I would appreciate the possibility of becoming a vampire later in the campaign
Top tier abilities light weapon (or martial arts if kadjit), illusion
Tier two: smithing, enchanting, stealth
Tier three: destruction (lightning), light armor, conjuration (deadra summoning), restoration (healing)
Personality: charming, charasmatic, intelegant, power hungry, hedonistic
Backstory:

Spoiler:
my character was a kid who's parents were killed by the alduri dominion during the civil war and he was sent to the riftin orphanage when Grendel was in charge and was in the room when the Dragonborn, slew Grendel and the above revalation came to him

He joined the thieves guild and learned magic in an effort to gain the attention of the dark brotherhood and mimic the path the Dragonborn took, he even joined on as a mercinary briefly before finally attracting their attention to become an iniatiate, but this my fellows was not the story's end, no Alton's story was just beginning.
His first kill was when he was still in the thieves guild, someone walked in on him as he was stealing a jeweled dagger, he panicked and plunged the recently stolen dagger into the woman's chest killing her, his later kills came easier.
Why he joined in the first place, it's a group of powerful people with known ties to the dark brotherhood, which was at one point lead by his personal idol, the dragon born
Where he learned magic was a rather piecemeal education
He learned some from a few thieves guild members, such as the woman who will remodel your body (provided you weren't undead) and the alchemical shopkeeper, he bought a few spell books and taught himself, some of it was natural tallest *cough*mage constellation*cough*


Equipment: a set of elven armor and an eleven sword
He fights with a blade in one hand, a spell in the other


Have to ask, what about Werewolves?


Typos abound, Foul.

I think, if vampires are allowed, werewolves might be possible too. Always found it funny to be a Khajit Werewolf.

Shadow Lodge

Sorry about the typos, I have mild dyslexia and am typing on a phone...


Foul, I'm going to need you to be more decisive with your character sheet. Alton is either an Altmer or a Khajiit, and you need to pick your birthsign. I provided a link that gives the descriptions of the birthsigns, so please use that. Also, I hate to have to say this, but if you're going to be in this game, I'm going to have to ask you to use your spell-checker and attempt to spell your words properly. It's a pet peeve of mine to see such sloppy typing, and I apologize, but it just has to be done.

Alex, I'm a little hesitant to allow werewolves as initiates, since it could complicate things at certain parts. Right now, I see no reason to include them, though there may be a point where the chance to become a werewolf is possible.

Shadow Lodge

High elf sorry I meant to correct those instances of that when I copy pasted
His birth sign is also the Mage
Sorry


Umineko wrote:
Alex, I'm a little hesitant to allow werewolves as initiates, since it could complicate things at certain parts. Right now, I see no reason to include them, though there may be a point where the chance to become a werewolf is possible.

Why I asked:
Having someone to smell the wolves before the wolves can smell the Black Brotherhood.

Alex G St-Amand wrote:
** spoiler omitted **

Spoiler:
I have no idea what you're going for there. If you're worried about werewolves being a problem in this game and you need to scout them out, there's no need to worry about that.

In any case, just to give a sort of status update, at the current point in time, Demetrian Magnes, Litan, and Kreel Subaddamael have been accepted into the game.

THIS MEANS THREE SPOTS ARE STILL UP FOR GRABS!

Right now, Lord Foul II, Kayne Rahl, Zayne Iwatani, and Alex G St-Amand are still in reserves, should they post acceptable/revised character sheets, but anyone interested that have not spoken up about it are still free to pitch in. The cut-off point is when I accept the sixth and final character, so please, give it a shot if you remain interested.


I've been hesitant to post in, since I'm kind of busy, but this does seem like a fantastic game and I'd love to get involved. I'll try and get a character together later today, probably based on one of my favorite Skyrim characters.


As long as you're able to post more than once a week, you don't have to worry about any time restraints. Due to a medical condition on my end, my own availability may be a little sporadic, myself, though I'm going to be free most days.


Looks like we've got good members so far. Anyone else want to submit a character?


Still looking for three more characters! I will also mention that my PM box is open for those who don't want to post publicly with questions, and I assure you that there's no such thing as a silly question with me.


I would like to join. Was wondering about imperial luck. Is it just for gold or will it effect other aspects of the game.


Alright, good to hear! Hope to see a character sheet from you soon.


Name: Mikhail Vestabule
Race: Imperial
Sex: Male
Birthsign: The Ritual
Adept Skills: Stealth, Light weapons
Apprentice Skills: Light armor, Lock picking, Archery
Novice Skills: Poison, Curative, Illusion, Alteration
Physical Description: Thin, 5'6", little facial hair that is unkept, somewhere between pale and tan skin
Personality: Mikhail favors the company of others over his own greed. He likes them because he knows he can't go at it alone, willing to grant favors so that others will have his back. He knows that sometimes he has to spend a little coin to earn their trust. These "friends" he chooses should lead to more opportunities for money and power in the future.
Backstory: Born in Bravil, he worked at the Bay Roan Stables shoveling horse manure. His boss was less than accommodating to say the least. At first he just didn't know him, then he got to know him and the more he knew him the more his hatred grew. After another day's work sent home on delayed pay he decided to act. He studied the art of lockpicking from an old lock he bought from the blacksmith and when he got the hang of it, murdered his boss. He snuck in at the cover of night after a bath at the inn and killed the man in his sleep, then looted his lockbox. He buried the loot, lock ,and dagger in a lot of horse manure, went home, and returned to work the next day to lie to the guards. He then did his last days work "for free in condolences of the family's loss" and hauled the crap, along with the loot and evidence, away.
Equipment: Leather armor, a dagger, some Lockpicks, and an old lock.


Alright, it's mostly fine, but there's a couple of things. First, by "poison" and "curative," I assume you're trying to separate the alchemy skill, which doesn't work. It's either poisons or potions that you specialize in, since it is a complex art (as is reflected in the perk tree). Also, I'd like to see a reason Mikhail would want to join the Dark Brotherhood. Otherwise, he's fine. You can list his illusion and alteration spells when you make the alias.


I was just going with the "visited by a hooded man in my sleep" kind of thing. He went along with it because it fits his personality to aquire allies and possibly gain coin and power and grow in prosperity. He's already a murderer so he can't really turn back now. His old life as a crap farmer is over and he wants better shot at acquiring the things he wants. I'll go with curative because hes confident with his blade and knows he can go only so far with his birthsign.


Okay, so you're going with Alchemy (potions), so you get to choose one more novice skill. When you make the alias, be sure to put in why he joined the Dark Brotherhood in the backstory, and it should be good to go. You'll be accepted when I see the revised character sheet with proper skills and backstory.


Enchanting


"Sorry, there was a problem handling your request. The system administrator has been notified.

Please contact webmaster@paizo.com if you continue to have difficulties.

Click here to return to paizo.com"
\ /
0.0


Michael Lowndes wrote:

"Sorry, there was a problem handling your request. The system administrator has been notified.

Please contact webmaster@paizo.com if you continue to have difficulties.

Click here to return to paizo.com"
\ /
0.0

It would help me to know what you were doing at the time before you got that error message. In any case, if you were making an alias, I suggest you copy what you put in the info box before clicking to save changes, since it doesn't like to save it for various reasons if you've been on the window for a while. I've run into that while fleshing out the NPCs I have lined up for the game.

Shadow Lodge

It won't let me create any new aliases, and when I try to create one it gives me that message.


Weird. I made 10 new aliases about three days ago, so I don't know what to say about that.


I've been having the same problem for awhile. Already emailed the webmaster, but no luck yet.

Grand Lodge

Ok done, I got the aliases but couldn't find where to put the info so I just changed my PF character. Can't find how to change the name, though. The new name along with the info is in the profile.

Grand Lodge

Got a new alias.


There we go, finally able and entered!

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