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by Imehal on Sat Dec 11, 2010 10:38 am
Setting
The State Of The Land
Red Mountain has erupted, consuming many of the closest Dwarvish ruins and devastating the landscape of Vvardenfell beyond recognition. Ash storms become commonplace throughout and lava streams, though relatively easily avoided, are everywhere. Imperial Legion patrols have doubled with faction guards to temper the chaos back into relative peace but with the tension between all three factions, this is proving most ineffective. Out of all the numerous cities and towns, only a smattering of still stand relatively unscathed, the most notable being Balmora, Ebonheart and Gnisis. The trading city of Narsis also still stands and Blacklight, which is now House Redoran's new capital, though it is under attack from both Nordic and Orcish forces on a regular basis.
Balmora has been unexpectedly turned into a haven for those who are unaligned to a faction with Telvanni and Redoran faction members being slaughtered if recognised within the town's boundaries. This prompted a great deal of secrecy about one's allegiances whilst frequenting the area.
The eruption, as well destroyed the appearance of Morrowind, also awakened a titan – presumably created within Kagrenac's workshops - that had been slumbering for millions of years beneath Morrowind.
It becomes the scourge of all life near the graze-lands and ghost-gate. it forces the Ashlanders to flee the graze-lands and set up camp near Balmora, thus setting the local citizens on edge. Conflict threatens both people seeing as Ashlanders think that Balmora is ruining the nature around the region they live in. Hlaau and the Ashlanders want to get rid of both each other.
Solsthiem has been taken over by the Nords, driving out the imperials and dunmer. No one is allowed within the walls that are not of Nordic heritage, which prompts the Imperials to launch a full scale invasion, resulting in the first wave being killed and looted mercilessly. War is coming, slowly but surely. The native Skaal start raiding the coasts and whilst the Neravarine might have helped them before, a new chieftain has seized control of the clan. The Argonians, taking advantage of the situation, come slinking around the land, setting up outposts and engaging in skirmishes with the settled in forces before making quick retreats. There are also reports of Argonian 'death squads'; those trained to hunt out and deal with key opposers to their advance, both Dunmeri and Nordic. The two invasions of their homeland has set native Dunmer against nearly anyone of Argonian or Nordic origins.
But could someone get to Solsthiem and bargain with the new chieftain? Is that even possible? Who would be set in their way?
Ald'ruhn, now overrun by Daedra, has large Daedric spires encircling into the sky. A portal has opened up and every few days, a new daedra of numerous shapes and colour emerges, creating the beginnings of what could be seen as a skilled encroachment upon Morrowind territory. The empire – now led by a unknown called Titus Mede - reacts to this new threat by sending in legionaries and shock troopers only to hear in the reports that make it back that they are incurring more losses than the invaders. The only option seems to be getting to the portal and dealing with whatever is on the other side but it is proving easier said than done.
Factions of Morrowind
The factions suddenly roar to life using the chaos erupting to take active war against each other. Telvanni and Hlaau becoming brutal enemies and execution of Telvanni members in Hlaau territory and vice versa becomes commonplace. Telvanni tries and fails to resurrect slavery. Telvanni numbers drop and their corpses used as warnings.
Leadership amongst the main factions of Morrowind is in contest. The Telvanni's is killed in the faction wars that have broken one, as is Hlaau's leader. The former faction is left in disarray, no one having come forward strong enough to take the spot, causing chaos with their fighting amongst the ranks.
Balmora, Ebonheart, Gnisis, and a couple of the only cities left still standing and in order. The controllers have changed, Gnisis is now controlled by the Telvanni. Balmora is still controlled by the Hlaau and Ebonheart is jointly controlled with the empire and Redoran. But Redoran has grown more hostile since the loss of several important dwemer weapon caches...
Hlaau is now headed by a strange individual who never removes his helmet, leading to great suspicion that he is in fact a vampire.
Redoran comes across an ancient dwarven dock, awakening a dwarvish pirate-lord when he dons an ancient set of armour. His wraith rebuilds an air ship and takes to the skies, assembling a ghostly crew to plague the Redoran cities and armies. The reaction to this new threat is hiring a swathe of new members. The faction are slaughtering both Telvanni and Hlaau members alike.
The Invisible War
An invisible war broke out when the Dark Brotherhood slinks in from Ebonheart. They still hold doubts about the success of their last attempt at assassination in Morrowind. They smuggle in weapons, armour and the like, allowing them to set up camps across the ruined Vvardenfell, both in the wilderness and in abandoned homes. Of course, it is not long before the Morag Tong become aware of the intrusion, systematically hunting and killing Dark Brotherhood members.
Bodies stripped of weapons and armour start to be found in the streets of the still standing towns and cities.
Vivec
Vivec has become a mortal wanderer, spreading rumours of a blue and gold tattooed dark elf throughout the land. The party come across him and try to offer their aid in the restoration of his city, sunken below the waters by a ballistic moon, the area now known as the Scathing Bay. The bandits also now rule over what areas of the city are still accessible above water level.
The settled dunmer still hold respect as he was the only one to ascend and descend from godhood and he still retains much of his fighting and magical prowess. This makes him a formidable fighter in his own right and could hold just the morale boost to the people of Morrowind if he could be convinced to dedicate to the cause.
There are rumours of a militia forming to tackle the bandit activity and take back what little of Vivec remains above the water.
Resurgence Of Vampires And Changes Within The Guilds
Vampires are rising up from their dwarven hideouts due to the eruptions which results in people on the outskirts of cities disappearing overnight. Families are found drained of their blood. Vampire hunters start killing off fledgling vampires only to find that the elders are back to stalking the lands by night and hiding out in Ancestor tombs. A new guild is assembled to combat the renewed threat.
The Fighters Guild adopts this new 'guild' into its main structure, creating a side-path for those who wish to train to fight against the vampires. Unsurprisingly because of all that is going on, the Fighter's Guild has an influx of new members but they are unskilled, most seeking protection from the dangers of the ruined land.
The Mages Guild has all but dissolved its presence in Morrowind, replaced with the two new but mysterious organisations; the Synods and the College of Whispers. However, they are not recognised as official and therefore denied guild halls, incurring their frustration. Consequentially, they join up and establish themselves in the old Mages Guild Hall in Balmora. The immediate reaction to this is the Telvanni sending spies and such, working to create discomfort between the two. Eventually, when there aren't many members remaining of either group, the newly merged guild separates as it is forced out into the wilderness, creating their independent guild halls.
The Synods establish a deal with the Dark Brotherhood's presence in Pelgiad, creating the beginnings of a new city within the ruins. The terms of the agreement are unknown.
The Thieves Guild learn the apparently less than acceptable truth of the Grey Fox's identity. Rumours are circulating throughout the guild that a new Khajiit thief has found the ring of the Khajiit, using it to perform amazing robberies. His next target is reportedly to steal Volendrung from its previously well-kept secure location.
Dwemer Potential Invasion
((This section is totally alien to me, so I'm just re-writing it a bit. I presume that those who know what it means can implement it well.))
The Dwemer machinations that have gone largely undisturbed -except the occasional adventurers and lurkers - has had the facilities destroyed by the lava, sending what is left of the remaining ruins into overdrive, pouring out never before seen machines and soldiers. The ruins are amassing armies once more but with no orders to follow, they endlessly patrol what was once 'Dwemer' territory. Steam rises from the ash lands as the heavy steps of a newly created mechanical titan marches alongside them. Although it is not an immediate threat like those coming from the Nordic and Argonian assaults, it is clear that the situation needs to be remedied before the army falls into the wrong hands.
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