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Emilersej

Ethem-Man of Armnoserland
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Oct 2, 2011
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Dawn's Beauty
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?

med_gallery_82_34_977575.jpg

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.
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
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.
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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In. Sad to see this replace From Cavemen to Cosmos though.

((Character sheet will be in this post.))

Race: Falmer (Snowelf)
Name: Atadaen Aranoth
Attributes:
Intrigue - 6
Martial - 7
Administrative - 5
Knowledge - 2
Skills: Speechcraft,Acrobatics,Marksman,Heavy Armor,Spear.
Position: Chieftain of the Falmer in Skyrim
Bio : The leader of one of the last saveholds of pure Falmer,he has led his people since the death of the Snow Prince.His race has only recently come out of hiding, after the Dragonborn saved the world.He and his people staunchly support the Empire , since they fear more actions from the racist Nords.
 
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Race: Khajiit.
Name: Akh'tabe.
Attributes:
Intrigue - 8
Martial - 6
Administrative - 5
Knowledge - 1
Skills:
Mercantile, Sneak, Light Armor, Acrobatics, Speechcraft
Position: TBA
 
I'm going to make a list of powerful titles and offices within the different states so that you'll get an idea of the current status of Tamriel. SO if you don't know who to play, just wait a little.
 
latest

Balgruuf the Greater
Jarl of Whiterun


0 Intrigue
10 Martial
6 Administrative
4 Knowledge

Heavy Armour
Axe
Block
Hand to Hand
Atheletics

Jarl Balgruuf is a man who holds firm loyalty to the people of Whiterun. He has denied multiple requests from the Imperial Legion to garrison troops within his city because of the view this would hold in his people. During the Dragon Crisis, rather then let himself be distracted by the civil war, Balgruuf recognized the true threat; Alduin. Balgruuf aided the Dragonborn in securing peace from the World Eater. Balgruuf loathes the Thalmor and worships Talos, yet he resents Ulfrik Stormcloak for throwing the Empire into chaos. Nevertheless, casting Whiterun into the war is something he is hesitant to do, but ultimately believing that a united Empire is the best course to resist the Thalmor Dominion.

Balgruuf, a worshiper of Talos himself, never enforced the White-Gold Concordant in Whiterun. This transgression against the treaty that sealed an uneasy peace between the Aldmeri Dominion and the Empire soon caught up to Balgruuf, when a troop of Justicars arrived outside the gates of Whiterun and demanded their right to uphold the Concordant. Instead, Balgruuf denied the Thalmar Justicars and rode out to Solitude to meet with General Tullius, the Military Governor of the Imperial forces in Skyrim. Balgruuf and Tullius both agreed that a high profile arrest had to be made, as well as an official decree of Balgruuf's commitment to uphold the Concordant in order to appease the Thalmar. Tullius also promised Imperial support if any Stormcloak backlash became evident. Against his moral fiber, Jarl Balgruuf arrested a priest of Talos to secure peace between Whiterun and the Thalmar.


whiterun_hold_lookout_2_by_cheeseontoastguy-d5gvlng.jpg

Whiterun Hold

The largest of the nine holds of Skyrim, Whiterun, due to it's central location, is a hold of strategic importance for dominance of the realm, and preciously sought by Imperials and Stormcloaks. Due to the temporary peace brokered by the Dragonborn as Alduin threatened Skyrim, Whiterun was able to maintain neutrality in the civil war that threatens the Nord kingdom. With Alduin destroyed, fears return that Whiterun will be thrust into the war.

The landscape is mostly boreal plains with vast, sparse tundra and flowing rivers; however its most striking landmark is the Throat of the World, the highest peak in Tamriel. It is said among Nords that this is where mankind was first given life. High Hrothgar is an ancient monastery resting atop the mountain where the Greybeards dwell, masters of the Voice and trainers of the Dragonborn.

This hold is also known for having a large number of Giant camps. The White River divides the region. Sparse plains extend from west of the river to the township of Rorikstead near the western border, which is situated on ideal farmland. Much of the area near the southern border and east of the river is mountainous. Whiterun's insignia is a horse's head, which can be seen on the hold guards' shields and on banners inside Dragonsreach.


Simbolo_Whiterun.png

Household of Balgruuf the Greater


256

Thane Hrongar

The younger brother of Balgruuf, Hrongar serves as a thane in his brother's court. He is a trusted adviser in matters of war and a proud Nord, yet untrusting of Ulfrik and the Stormcloaks. Instead, Hrongar supports the Empire and tirelessly attempts to persuade his elder brother to join the war. As well as being Balgruuf's chief war advisor, Hrongar is also next in line for the crown of Whiterun

250

Frothar
Son of Balgruuf

Frothar is next in line for the crown of Whiterun. He admires his uncle Hrongar and dreams of becoming a valiant warrior when he reaches adulthood. He is patient and humble, and has also exhibited qualities of fairness among his peers.

250

Nelkir
Son of Balgruuf
Nelkir is a bastard born son of the Jarl of Whiterun. He is arrogant and combative and resents his brother Frothar.

250

Dagny
Daughter of Balgruuf

Dagny has grown well accustomed to the life offered in Dragonreach, to the point of being spoiled. She looks down upon other Nords, believer herself and her family to be superior, because of her father's postion.

256

Farengar Secret-Fire
Court Wizard

A proud man, well versed in elemental magic. Farengar views the civil war with a degree of distaste, seeing it as an obstacle to progress. Though wizards are generally despised in Skyrim, Farengar is given an honoured place among the Nords of Whiterun. Because of this, Farengar remains ever loyal and respectful of Balgruuf.

256

Irileth
Housecarl Jarl Balgruuf

Irileth is a Dunmer nightblade and a resident of Whiterun living in Dragonsreach. She acts as housecarl to Jarl Balgruuf the Greater, and rarely leaves his side. Trained by the Morag Tong, an assassins guild in Morrowind, Irileth was once a battle comrade of Balgruuf years ago. When he came to power in Whiterun, she agreed to follow him as his Housecarl.

256px-Proventus_Avenicci.png

Proventus Avenicci
Steward of Whiterun

A native of Cyrodil, Proventus is well respected in Whiterun. His daughter runs a smithy in the Plains District of the city while he advises the Jarl. Proventus is horrified by the actions of Ulfrik Stormcloak, yet he is a cautious man, and advises the Jarl to remain neutral until a winning side can be determined.
 
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Race: Imperial
Name: Rexus

Attributes:
Intrigue - 9
Martial - 0
Administrative - 1
Knowledge - 10

Skills: Conjuration, Illusion, Destruction, Alchemy, Speechcraft
Position: Leader and High Anchorite of the Order of the Black Worm, Loyal servant to the Revenant
 
Francois_zps2990327a.png

Race: Breton
Name: Francois Monet

Attributes:
Intrigue - 1
Martial - 5
Administrative - 5
Knowledge - 9​


Skills - Speechcraft, Alteration, Destruction, Short Blade, Mercantile

Position: King of Wayrest

Bio: Francois was born in 180 as Prince of Wayrest, son of Alain Monet, a hero of the Great War and talented mage who used his magic to help General Decianus take Lord Naarifin off guard during the Battle of the Red Ring. Like many Bretons, Francois possessed an affinity for magical pursuits, leading his father to bring a member of the Synod to court so that he could receive tutoring. In addition to his education in magic, Francois studied philosophy as well as the more practical skills of mercantilism and military strategy. A small corsair raid displaced the Monet family for a few weeks in 188, but it didn't take long for the King to rally enough troops to retake the city with little real damage.

Keeping with the "quest obsession" that was common among young Bretons, Francois fled his tutors one day shortly after turning sixteen and made his way to the Reach in southwest Skyrim. Delighted by the tales his father told of the relatively peaceful kingdom the Reachmen had established during the Great War, he hoped to spend time among them, learning things he would never learn from books. This hope proved to be both fruitful and incredibly naive. For nearly a month the Reachmen allowed him to live as a part of their tribe, explaining how they were not lawless brigands in search of gold, but men and women who were forced to pillage their own land, true sons and daughter of the Reach forced to live as they did by the Nords. Francois sympathized with the so called "forsworn", learning their culture and magic, even taking part in a few small raids against the Thalmor himself, though always hidden behind face paint and in Reachmen's clothing. Only when one of their matriarchs suggested that he should be made into a Briarheart so that they could take advantage of his magical talent, did he flee back to Wayrest.

When he returned home he found that his father had fallen sick shortly after he left and passed away, leaving him as King of Wayrest. Since taking the title in Sun's Height, 196, he has worked to continue developing the city's trade while also trying to improve relations with the other kingdoms of High Rock.

As far as his personality goes, Francois is in many ways the quintessential breton. He is a gifted abstract thinker with a love of intellectual pursuits and an affinity for anything relating to logic. Francois is also good humored and friendly to nearly everyone he meets until given ample reason to treat them harshly.
 
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RACE: Argonian
NAME: Nimble-Hands
ATTRIBUTES:
Intrigue - 9
Martial - 9
Administrative - 2
Knowledge - 0
SKILLS:
Athletics,
Acrobatic,
Sneak,
Mercantile,
Short-Blades
POSITION: Common street thief in Cyrodiil
BIO: TBD
 
((Who rules the Empire? And, could I play them?))
 
TESV_Emperor.png

Race: Imperial
Name: Titus Mede II
Attributes:
- Intrigue: 6
- Martial: 8
- Administrative: 4
- Knowledge: 2
Skills: Short Blade, Archery, Light Armour, Speechcraft, Athletics
Position: Emperor of Tamriel
 
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Race:Nord
Name:Ulfric Stormcloak
Attributes:
Intrigue - 4
Martial - 4
Administrative - 7
Knowledge -5
Skills: Axe, Speechcraft, Light Armor, Mercantile, Hand-to-hand
Position: Jarl of Windhelm, leader of the Stormcloak Rebellion, Jarl of Eastmarch
I'm taking that.
 
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((Are you sure? From reading the OP it seems some time recently after, but I want to be sure in case I have to amend my character to Balgruuf rather then his son.))
(( Quote from wiki:
Two hundred years have passed since the events of The Elder Scrolls IV: Oblivion, and it is now 4E 201. The High King of Skyrim has been killed, and the threat of civil war looms over the land of Skyrim; One side wishes to secede from the crumbling Empire, while the other wishes to remain a part of it, believing that it is still worth fighting for. To make matters worse, this schism is the final event in a prophecy foretold by the Elder Scrolls that will lead to the return of the dragons under Alduin, the Nordic god of destruction.
))