Elder Scrolls: The Unfamiliar

Elder Scrolls: The Unfamiliar

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Heroes of Tamriel find themselves shipwrecked on a new and unfamiliar world, somehow separate from the world of Nirn. The world is called Vispa-Toh, and it is governed by a mysterious god the people call "Adam."

489 readers have visited Elder Scrolls: The Unfamiliar since Juvenile-River created it.

Copyright: The creator of this roleplay has attributed some or all of its content to the following sources:

http://www.elderscrolls.com/ http://images3.wikia.nocookie.net/__cb20111225081703/elderscrolls/images/a/a5/dovahkiin_vs_alduin.jpg

Introduction

4E 200 - 1st of Morning Star*

Our ship set sail from High Rock to a rumored new continent to the East of Tamriel. This group of pilgrims, funded by the Empire, hoped to set roots for a new colony in this unexplored territory. Supposing, of course, that it did exist.

Three days on the waters marked the start of the new year. By 1:00 in the morning, half of the crew was already drunk with ale in celebration of the New Life Festival. Thirty minutes later, a storm appeared. Suddenly, the waves towered over us and powerful gusts tore at the sails. For what seemed like eternity, the crew fought to stay afloat. At the bottom of one of the waves, the ship was punctured by a pillar of rock. Only a moment later, we were all buried in the dark waters. It was pointless to struggle. The closest source of air was fifty feet above us.

When the sun arose, we found ourselves washed up onshore. Miraculously, only three of our crew could not be found. The rest of us were all still alive.

This land feels different. Even the sun appears alien to me. Where are we now? Sovngarde or someplace different?

According to the natives, we're in a land called Vispa-Toh. A god I've never heard of--the one they call "Adam"--may have called us here. If that's true, what is our purpose for being here?


*This is the first day of the year before the events of Skyrim.

Toggle Rules

This RPG is based on the Elder Scrolls universe. Some familiarity with games would be recommended. However, since this story takes the heroes out of Nirn and into a new world, it's not necessary to try to learn every detail of the lore surrounding the games.

I don't feel the need to write up too many rules. The rules are pretty standard across all RPGs. The only one I'll mention specifically is the one that is probably the most often violated. If you post something that affects a character that isn't your own, always write your character's intention, but do not dictate its success. For example, if you swing your sword at another character, write where your character was aiming but do not say whether the swing connected with its target or not. The receiver of the action will decide that part, as well as how their character reacts.

On a related note, when characters are in battle, use the stats in the relevant character profiles as a reference.

Character creation:

When creating your character, please first take a look at the other character profiles already approved. Being mindful of this would allow your own character to be a unique addition to the cast. Originality is good. That goes with personality as well.

Each player should start with only one character. Later on, you may like to add a new character after you've learned more about this new world.

Most player characters will be pilgrims from Tamriel, but other characters can exist as well. Some may have characters who are natives of the land of Vispa-Toh.

Stick to this model when creating your character profiles:

Name:
Occupation: (What did the character do for a living while in Tamriel?)
Factions: (There are no Fighters Guilds, Mages Guilds, Thieves Guilds, or Dark Brotherhood in this world. But there are many groups that are similar. You may, for example, choose to join a group of bandits. Explore the world and discover them for yourself. Include your standing in these groups as well.)
Race: (See below about races)
Sex:
Age:
Appearance: (A picture could be provided, but is not necessary.)
Preferred armor: (Light, heavy, or none)
Personality: (Not the stat, but the type of personality the character has.)
Background:

Equipment: (Try to keep equipment, spells known, and currency up to date)
Spells known:
Currency:

Strength: (The amount of physical power the character possesses)
Endurance: (Greater endurance means less damage from attacks)
Speed: (Determines how fast your character can run, climb, and swim)
Acrobatics: (Determines your ability to dodge, jump far distances, or use the environment to your advantage)
Smithing: (Determines your ability to create, repair, or sharpen weapons.)
Sneak: (Determines your ability to move unnoticed and to pick pockets successfully.)
Security: (Determines your ability to open locks and disarm traps)
Alchemy: (Knowledge of the elements allows your character to create potions, poisons, and anti-poisons.)
Willpower: (Determines how much magic can be used before becoming drained of mental energy. Also provides resistance to mind controlling illusion spells.)
Wit: (Allows the character to persuade, impress, intimidate, or tell a lie with greater success. Also prevents similar tactics from being effective on themselves.)
Enchanting: (Allows a character to create enchantments on weapons and armor.)

Unarmed: (Your character's ability to fight hand-to-hand.)
Swords: (Efficiency at using sword weapons. Also prevents damage when blocking with a sword.)
Blunt: (Efficiency at using axes, maces, etc. Also prevents damage when blocking with a blunt weapon.)
Archery: (Determines accuracy and efficiency when shooting with a bow.)
Daggers: (Efficiency at using short-bladed weapons. Also prevents damage when blocking with these weapons, though not by much.)
Staffs: (Efficiency at using staffs, polls, spears, etc as weapons. Also prevents damage when blocking with these weapons.)

Alteration:
Conjuration:
Destruction:
Illusion:
Mysticism:
Restoration:

Skills: (Other things your character can do. Include race-specific skills like Histskin.)
Weaknesses:
Fears: (List any phobias your character may have.)


For all of the above stats, start with a stat of 3 with the exceptions of alteration, conjuration, destruction, illusion, mysticism, and restoration, which should start with 2. To increase a stat, decrease another by an equal amount. No stat should fall below 1 or rise above 6. If your character has a weakness or phobia, you may add a few points depending on the severity of the weakness. When you're done, look up your character's race and add stats as directed.

These stats are for reference only. I won't be rolling any dices.

For spells, no character should start with more than three spells known, and all should be low level.


Races

The standard races from Tamriel will exist, as well as others. If you want to add a new race to the list, ask first.

Altmer (High Elf) - Increase illusion and willpower by 2, and increase conjuration, destruction, restoration, alteration, and enchanting by 1. You have a weakness to hostile magic.

Argonian - Increase security by 2, and increase endurance, acrobatics, sneak, restoration, and alteration by 1. Speed increases by 2 when swimming. You can breathe underwater and are resistant to disease. Histskin allows you to heal faster for 60 seconds, but can only be used once a day.

Bosmer (Wood Elf) - Increase archery by 2, and increase speed, acrobatics, sneak, security, wit, and alchemy by 1. You can ally wild animals and make them fight for you.

Breton - Increase conjuration by 2, and increase willpower, wit, alchemy, illusion, restoration, and alteration by 1. Dragonskin allows you to absorb 50% of hostile magic for 60 seconds, but it can only be used once a day.

Dunmer (Dark Elf) - Increase destruction by 2, and increase endurance, speed, sneak, alchemy, swords, illusion, and alteration by 1. Your skin is resistant to fire. Once a day, you can summon a shield of fire to surround you for 60 seconds.

Imperial - Increase restoration and wit by 2, and increase strength, endurance, unarmed, swords, blunt, destruction, and enchanting by 1.

Khajiit - Increase sneak and unarmed by 2, and increase swords, archery, daggers, security, and alchemy by 1. You can see in the dark with Night-Eye, and you have sharp claws.

Nord - Increase sword and blunt by 2, and increase endurance, smithing, wit, unarmed, daggers, and illusion by 1. Your skin is resistant to frost magic.

Orsimer (Orc) - Increase strength and blunt by 2, and increase endurance, smithing, enchanting, and swords by 1. Berserker Rage allows you to do more damage and take less for 60 seconds, but only can only be used when angry and causes extreme fatigue afterwords.

Redguard - Increase acrobatics and daggers by 2, and increase endurance, smithing, archery, daggers, destruction, and alteration by 1. Your blood is resistant to poisoned weapons.

Secondary Races:

Vampire - Vampirism is a disease contracted from a wound given by a vampire and can take on many forms. Increased strength and speed are among its benefits, but direct exposure to the sun causes a vampire's skin to burn and they are weak to fire.

Lycanthrope - Lycanthropy is a disease that can be contracted if wounded by a lycanthrope and can take on many forms. The most infamous form is the werewolf. On the night of a full moon, the lycanthrope transforms into an animal-like monster with a strong taste for blood. They are weak to silver weapons but are very powerful.

Undead - It is possible for the dead to be raised, but they typically can only remain alive for a few moments before dying again. The undead are weak to fire but have high endurance. Like vampires and lycanthropes, undead can appear in several different forms.

New Races:

Mermaids
Description: These creatures are distinct from the similar Lamia monsters of High Rock, though the two do look similar. With a few rare exceptions, all mermaids are female. They possess the upper body of a woman and the lower body of a fish. They often use spears for weapons and cast a previously unseen form of water-type destruction spells. Mermaids can be dangerous to human males, but are generally non-aggressive towards females and non-human races as they are incompatible.
Stat increases: Add 2 points to staffs and destruction, 1 point to will, enchanting, alteration, mysticism, and restoration.
Powers: A mermaid can transform and replace her tail with human legs to move on land. When in water, a mermaid's speed increases by 3.
Weaknesses: Mermaids are weak to static.

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Vispa Toh

Vispa Toh by Juvenile-River

A world completely separate from the plains of Nirn. It appears to be a large landmass surrounded entirely by water.

Shipwreck Beach

Shipwreck Beach by RolePlayGateway

A beach where multiple ships can be found broken, rotten, and half buried in sand. The water is brown and salty.

Anchor

Anchor by RolePlayGateway

A small town Northwest of Shipwreck Beach. The town is half built on the water and fishing is a common sight. The majority of the population are of a human race. Unfortunately, fish may not be the only creatures lurking in the waters.

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Character Portrait: Ginger Sands
Character Portrait: Shabhi

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Shabhi

A Khajiit Mage's assistant from Valenwood

Character Portrait: Ginger Sands
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A Nord huntress and thief from Cyrodiil.

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Ginger Sands

A Nord huntress and thief from Cyrodiil.

Character Portrait: Shabhi
Shabhi

A Khajiit Mage's assistant from Valenwood

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Character Portrait: Shabhi
Shabhi

A Khajiit Mage's assistant from Valenwood

Character Portrait: Ginger Sands
Ginger Sands

A Nord huntress and thief from Cyrodiil.


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Vispa Toh

Vispa Toh by Juvenile-River

A world completely separate from the plains of Nirn. It appears to be a large landmass surrounded entirely by water.

Shipwreck Beach

Shipwreck Beach by RolePlayGateway

A beach where multiple ships can be found broken, rotten, and half buried in sand. The water is brown and salty.

Anchor

Anchor by RolePlayGateway

A small town Northwest of Shipwreck Beach. The town is half built on the water and fishing is a common sight. The majority of the population are of a human race. Unfortunately, fish may not be the only creatures lurking in the waters.

Anchor

Vispa Toh Anchor Owner: RolePlayGateway

A small town Northwest of Shipwreck Beach. The town is half built on the water and fishing is a common sight. The majority of the population are of a human race. Unfortunately, fish may not be the only creatures lurking in the waters.

Shipwreck Beach

Vispa Toh Shipwreck Beach Owner: RolePlayGateway

A beach where multiple ships can be found broken, rotten, and half buried in sand. The water is brown and salty.

Vispa Toh

A world completely separate from the plains of Nirn. It appears to be a large landmass surrounded entirely by water.

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Re: Elder Scrolls: The Unfamiliar

Anyone else interested in joining? If this picks up a little, I might add in a beastiary as an OOC thread.

Re: Elder Scrolls: The Unfamiliar

If you have any questions, feel free to ask. I have ideas for the RPG, but I'm not sure how much I should reveal from the very start. Some of the fun might be in the exploration.

Elder Scrolls: The Unfamiliar

Elder Scrolls: The Unfamiliar is an RPG based on the Elder Scrolls series, but with a twist. These heroes have found themselves stranded in uncharted territory, which appears to be completely separate from the realms of Nirn, neither of the mortal nor immortal plains. This land is filled with new monsters, new races, new magic, and new adventures.

Introduction:

4E 200 - 1st of Morning Star

Our ship set sail from High Rock to a rumored new continent to the East of Tamriel. This group of pilgrims, funded by the Empire, hoped to set roots for a new colony in this unexplored territory. Supposing, of course, that it did exist.

Three days on the waters marked the start of the new year. By 1:00 in the morning, half of the crew was already drunk with ale in celebration of the New Life Festival. Thirty minutes later, a storm appeared. Suddenly, the waves towered over us and powerful gusts tore at the sails. For what seemed like eternity, the crew fought to stay afloat. At the bottom of one of the waves, the ship was punctured by a pillar of rock. Only a moment later, we were all buried in the dark waters. It was pointless to struggle. The closest source of air was fifty feet above us.

When the sun arose, we found ourselves washed up onshore. Miraculously, only three of our crew could not be found. The rest of us were all still alive.

This land feels different. Even the sun appears alien to me. Where are we now? Sovngarde or someplace different?

According to the natives, we're in a land called Vispa-Toh. A god I've never heard of--the one they call "Adam"--may have called us here. If that's true, what is our purpose for being here?