Dawn's Beauty
IRC-Channel: /join #DawnsBeauty
IRC-Channel: /join #DawnsBeauty
Tamriel, Dawn’s Beauty, is in the middle of a dark age. The once-great Empire of Men is in ruins following a Great War with its greatest enemy, the Altmeri Dominion. It just barely survived an invasion of dragons led by Alduin the World-Eater, but the northern province of Skyrim is still torn by civil war, and most of its former territory has seceded since the days of the Septims. There may be peace for now, but the indifferences between the two empires have not been solved, and some fear a second great war.
Much magical and technological knowledge has gone lost in this age of ignorance: No Imperial Battlespires can be seen in the empty sky, and in Alinor the great philosophical knowledge of the Mirror Logicians have been long lost. Since the Void-Nights, the Khajiits have been without a Mane and have lost connection with their kin on Secunda. The brave voidfaring Redguard pirates of old no longer brave the great emptiness of the Void. In Skyrim, magic is almost a crime, and in Morrowind, only very few people are worrying about anything but how to get their crops to grow on grey, ashen fields.
And yet, despite all this, some say that there is a brighter time ahead for all Nirn. Could this be true?

Consider this a replacement for the now dead, but formerly awesome, Fallout game (rip in peace) by Baboush. I hope to make this just as simple as the Fallout game and keep the same focus on crazy technologies (magic) and politics.
The game is set just after the ending of the main quest in TES:V Skyrim. The Civil War as well as other in-game events not tied to the main quest have not occurred yet. You can play whomever you want, any person from Tamriel 4E 201, but like most other games on these forums, this one will revolve around politics and power, so it’s designed for you to be a noble lord, a merchant or a leader of some important faction. You decide your goal for yourself, though common themes are living forever, attaining world dominance, becoming a god, etc.
The prime rule of this forum game is that my word is law. I am not the GM, I am GH - GodHead - and I decide everything. Some things will be determined through numbers and dice rolls, but most things will ultimately be determined through my extensive knowledge of the Elder Scrolls universe, gained by spending hours and hours on reading the weird stuff on TES lore forums.
Character and stats
You may make up your own character or choose one you know from the games or the lore.
Character sign-up thing:
Race: Choose one of the 9 races of Tamriel; Imperial, Breton, Orc, Nord, Dunmer, Redguard, Argonian, Altmer, Bosmer and Khajiit. It should make sense, usually each race stays within their home province. You can be other races too, but not a god.
Name: Go here for inspiration.
Attributes: Rate each of the below with a number from 0 through 10. You may use no more than 20 points.
Skills: Choose 5 skills from the skill system of Morrowind, because that’s the best game ever. These might have an impact, but mostly it's just nostalgic.Intrigue - deals with diplomacy and plotting
Martial - deals with warfare and fighting
Administrative - deals with taxes, economy and trade
Knowledge - Deals with magic and theology
Position: Stake a claim to a kingdom, government title, faction leadership or whatever you feel like.
Assets
These are the ‘resources’ of your faction or realm. They are often used for orders and are of the utmost importance if you want to become powerful.
Septims - The main currency of Tamriel. Money is of course required for a lot of actions, and is gained from city taxes, arable land, production and trade.
Knowledge - Secret knowledge will be an important factor in this game. This includes what we would call technology, such as knowledge of how to enter Oblivion, or other secrets, such as the location of important artefacts. Gained through ordering mages to research specific topics, or by sending adventurers out to explore, or by torturing enemies. It is a good idea to keep a healthy stock of mages in order to be more competitive in this area.
Artefacts - Artefacts may of course also prove to be the way to achieve world domination. This might be anything between the Fork of Horripilation and the reality-bending Numidium. To get hold of artefacts, it is a good idea to keep a healthy stock of experienced adventurers at hand.
Military - Obviously pretty important too. If you own land, you will automatically have levies, but these can only be raised for one turn at a time, or else there will be unhappiness and starvation. Great empires usually maintain standing armies, which cost huge amounts of gold every turn. You may also hire mercenaries temporarily.
Raw and manufactured goods - sometimes strategical resources may prove of some significance - for instance, if you control the ebony trade, you’ll for sure become a rich man/woman/mer/womer/lizard/cat/whatever in no time.
Orders
The game is based around orders. Seeing as some characters are great rulers and some are petty pickpockets, there will be a difference in how many orders you get. Everyone gets 1 order by default, but people who are leaders get an extra one. That is, rulers and leaders get 2 orders, everyone else gets 1. Each turn will be half a year, starting off in winter 201-202. What you can do is of course determined by your position and skills. As opposed to some other forum games, in this one you don’t get to decide what everything is like in your realm - that is determined by lore and me, the Godhead - and the main way of leaving a mark on the world is through orders. It’s mostly up to your imagination, but below is some inspiration. My vision is that you will be spending a lot of time exploring the world around you and searching for secret knowledge and great artefacts in order to get more power. You are not limited to do anything on the list below.
Send scouts out to...
Scout neighboring lands. Maybe in order to spy on their defenses or just to find out what's there?
Send a spy out to...
Sabotage your enemies, steal information or artefacts?
Send an adventurer out!
A very standard way of getting anything done. Rats in your cellar? Dragons in your tower? No problem!
Order your mages and wise men to...
Search the ancient annals, chronicles and other works in order to find... the location of mighty artefacts? The secret of achieving divinity? Some awesome weapon? Commune with daedra?
Send your steward to...
Survey the realm for valuable ore metals or other valuable stuff? Establish trade routes (you'll need something to trade with)
Invade your neighbor!
An eternal classic.
Etc.
Military system
There are two main kinds of soldiers: Levies and professionals.
Levies are garrisoned in each city and serve as their defenses. They can go on offensive war, but if they're not back before fall, it'll cause famine at home, and while they are gone, the city will be vulnerable to attack.
Greater realms usually maintain professional armies that can be moved around more freely, but costs money in maintenance, and also when training them - depending on their quality and equipment.
Expanding Standing Army: Costs 2 septims for each new soldier, but remember that it costs 1 septim per turn in maintenance afterwards.
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