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09:15, 26th April 2024 (GMT+0)

Common knowledge about the world.

Posted by AurbisFor group public
Aurbis
GM, 1 post
Sun 24 Jan 2021
at 07:35
  • msg #1

Common knowledge about the world

A bit of history

As the material world emerged from the primordial chaos known as Aurbis, some of the primordial beings, known as Aedra, decided to shape it according to their will, under the leadership of the Aedra Lorkhan and the instruction of the Aedra Magnus. Other primordial beings, known as Daedra, chose not to participate in the creation of the world, instead settling inside an aspect of Aurbis known as Oblivion.
Within the fold of Aurbis known as Mundus, the Aedra created the world of Nirn as well as the planets around it. However, Lorkhan lied to the other Aedra about the cost involved in the shaping of Mundus, and many of them died as their divine essence was absorbed into the new worlds they helped create. As a result, Magnus decided to stop the project. The surviving Aedra battled, defeated and punished Lorkhan for his trickery by destroying his body and burying his heart deep into the heart of the world. Many retreated to their realm of Aetherium, tearing holes into Oblivion as they departed and thus forming the Sun and stars.
The creatures born of Nirn grew and prospered, battled ad reconciled, evolved and changed.

To this date, the following ages have past:

The Dawn Era was the time where the Aedra created the world. It ended when Akatosh, first among the gods, created Time. As Time wasn't invented for most part of the Dawn Era, it is difficult to obtain any reliable recollection of the events that happened during this period.

The Merethic Era was a 2500 years period during which the Elves fled their birth continent of Alinor and arrived on the main continent, named Tamriel. From the southwestern islands of Summerset, they progressively spread into the mainland and colonized most of it, evolving into different sub-groups. Shortly before the end of the Merethic, Humans entered Tamriel from the north and began settling. The two folks inevitably met, usually violently, and struggled over land and resources. Major political and religious schisms among the elves added to the pressure and led to the crumbling of many of their civilizations.

The First Era, which lasted for about 3 millenia, showed the stabilization of human implantation on Tamriel. With the aid of major gods, the humans escaped slavery from the elves and reclaimed large portions of the mainland, establishing a powerful empire encompassing human, elven, and beastfolk lands. Internal religious dissent led to a major magical cataclysm that weakened the human empire and allowed invaders from the continent of Akavir to claim power over some of the former human kingdoms, though they eventually integrated human society rather than claiming violent dominion over it.

The Second Era, in which the game takes place, saw the overthrowing of the Akaviri by the combined action of both humans and elves. The Akaviri attempted a second invasion, which was thwarted by the Covenant, a joint force of humans, elves and beastfolk. Other alliances were created in response to the Covenant's growing influence. When the Imperial city fell to a Daedric invasion in the 6th century, those factions warred for influence and control over the throne, though none could claim it. Tamriel remained divided until the 9th century, when Tiber Septim claimed the Imperial Throne and managed to reunite most of the former nations. See the game intro for more details.
This message was last edited by the GM at 12:13, Mon 25 Jan 2021.
Aurbis
GM, 2 posts
Sun 24 Jan 2021
at 07:37
  • msg #2

Inhabitants of Tamriel

Folks are roughly separated in three categories: Mer, or Elves, are distant descendants of the god Magnus. Manmer, or Humans, are distant descendants of the god Lorkhan. Betmer, or Beastfolk, evolved from common animals into sentience.
Whenever a folk grants a bonus or penalty to an attribute, the attribute’s maximum is modified accordingly. E.g. Altmer have a maximum CON of 18, maximum INT of 22, and maximum WIS of 21.

Altmer (High Elves): Tall, graceful and arrogant, the Altmer are the oldest and most advanced of Tamriel’s races. They are extremely proud of their cultural heritage and their superb magical abilities. Most view other cultures with contempt, particularly humans and Orsimer.
Homeland: The Summerset Isles, a sun-basked, mountainous archipelago off the southwestern coast of the continent.
Language: Altmeris (cultural), Tamrielic, Dunmeris, Bosmeris.
Characteristics: -2 CON, +2 INT, +1 WIS. Altmer have Advantage on INT saves. Once per day, an Altmer can cast Dispel magic as a 5th level mage without using a spell slot.

Argonian: The reptilian Argonian enjoy a deep, primal connection to nature. They are highly adaptable and experts at survival. Most are good-natured and friendly, yet harbor a deep resentment towards Dunmer.
Homeland: Black Marsh, a hostile land of lakes, swamps and jungles in the southwest of the continent.
Language: Jel (cultural), Tamrielic, Daedric, Dunmeris.
Characteristics: +2 CON, +1 WIS, -2 CHA. Argonians resist poison damage and have Advantage on saves against poison. They can breathe underwater.

Bosmer (Wood elves): Bosmer are a reclusive folk ruled by old families and traditions. They have a cultural taboo against damaging plants, leading to a hunting, herding and sometimes cannibalistic lifestyle. Their archers are feared and respected across the continent.
Homeland: Valenwood, a deep and enchanted forest of moving trees, in the south of the continent.
Language: Bosmeris (cultural), Altmeris, Tamrielic, Ta’agra.
Characteristics: -2 STR, +2 DEX, +1 CON. Bosmer have Advantage on Survival checks and on saves against fear. Once per day, a Bosmer can cast Plant growth as a 5th level mage without using a spell slot.

Breton: Descended from the cross-breeding of Nords and Altmer in the early ages, Breton are humans with a particularly high affinity to magic. They value independence, creativity and open-mindedness, and can throw a hell of a party.
Homeland: High Rock, a contrasted northwestern peninsula split into countless small baronies and city-states trying to outdo each other in opulence and knowledge.
Language: Tamrielic (cultural), Altmeris, Nordic, Orcis.
Characteristics: +1 DEX, -2 WIS, +2 CHA. Breton have Advantage on CHA saves. Once per day, a Breton can cast Protection from energy (on itself only) as a 5th level mage without using a spell slot.

Dunmer (Dark Elf): The grey-skinned and red-eyed Dunmer strive towards excellence in all domains, be they warfare, magic or commerce, and would probably have dominated the continent long ago if they weren’t permanently engaged in internal strife between the ruling Great Houses.
Homeland: Morrowind, a volcanic landscape occupying most of Tamriel’s east side.
Language: Dunmeris (cultural), Altmeris, Daedric, Jel.
Characteristics: -2 CON, +1 INT, +1 WIS, +1 CHA. Dunmer resist fire damage. Once per day, a Dunmer can cast Spirit guardians as a 5th level mage without using a spell slot.

Imperial: Industrious and hard-working, Imperials form a very organized and efficient society, compensating their lack of technological and magical advance with discipline and sheer willpower. They have mastered diplomacy and trade like no other culture in Tamriel.
Homeland: Cyrodiil, a rich, fertile land of grassy plains and light forests in the center of the continent.
Language: Tamrielic (cultural), Altmeris, Nordic, Yoku
Characteristics: +1 CON, -1 DEX, +1 CHA. Imperials have one additional Luck point. Once per day, an Imperial can cast Tongues as a 5th level mage without using a spell slot.

Khajit: The catfolk known as Khajit are renowned merchants, mystics, and masters of unarmed combat, but also suffer from a bad (and unfortunately well-deserved) reputation of mischief and thievery.
Homeland: Elsweyr, a land of rocky deserts and warm jungles in the south of the continent.
Language: Ta’agra (cultural), Altmeris, Tamrielic, Bosmeris
Characteristics: +2 DEX, -2 INT, +1 WIS. Khajit have Advantage on saves against disease. They have Darkvision to a range of 60’. Their claws deal 1d4 Piercing damage and have the Finesse and Light quality.

Nord: Hardened and stubborn, the Nord are the tallest and strongest of humans. Their feudal society is primitive by human standards. Slow to build feelings and equally slow to lose them, they harbor a deep resentment against elves, particularly Altmer and Dunmer, due to centuries of warfare.
Homeland: Skyrim, a cold, mountainous tundra in the north of the continent, and the cradle of humankind.
Language: Nordic (cultural), Tamrielic, Orcis, Yoku
Characteristics: +1 STR, -2 DEX, +2 CON. Nord resist Cold damage. They have a +1 bonus on attack rolls.

Orsimer (Orcs): The Elven pariahs were born of a curse and suffer more prejudice and unjustified hatred than any other folk in Tamriel. They live in diaspora among other cultures, mostly in human lands where their skills as fighters and blacksmiths overweigh the cultural stigma.
Homeland: None. All attempts at establishing an Orc province were thwarted by the Breton, Redguard and/or Nord.
Language: Orcis (cultural), Tamrielic, Nordic, Yoku
Characteristics: +2 STR, +1 CON, -2 CHA. Orsimer have Advantage on STR saves. Once per day, they can Rage as a 1st-level Barbarian. IF they have Barbarian levels, they gain an additional Rage between long rests and a +1 bonus to Rage damage.

Redguard: A folk of sailors, traders and conquerors, the dark-skinned humans fancy themselves the best fighters in Tamriel. Their society revolves around a complex systems of favors and reputation among countless merchants, guilds and nobles.
Homeland: Hammerfell, a vast sand desert in the west of the continent, with resplendent oasis and coastal city-states.
Language: Yoku (cultural), Altmeris, Tamrielic, Orcis
Characteristics: +1 STR, +1 DEX, +1 CON, -2 WIS. Redguard have Advantage on DEX saves. Once per day, a Redguard can cast Haste (on itself only) as a 5th level mage without using a spell slot.
This message was last edited by the GM at 07:42, Sun 24 Jan 2021.
Aurbis
GM, 3 posts
Sun 24 Jan 2021
at 07:46
  • msg #3

The society of Tamriel

Cultural reaction to magic
Magic is part science, part art, and an important part of most cultures and civilizations since the dawn of times. Magic plays a major role in Altmer, Bosmer, Breton and Dunmer society. Argonian, Imperial and Khajit recognize its practical value and use it with purpose. Nord, Orsimer and Redguard are wary of it, and consider it inferior to skill at arms.

Necromancy is highly regulated or even illegal in most parts of the civilized world, and law-breakers often risk the death penalty. Use with caution.

Conjuring creatures always requires a bargain with a higher power, which can go wrong. This is a well known fact among magic users and law enforcement authorities, and the source of many amusing stories about novice mages. The bargain is part of the spellcasting and doesn’t take up additional time. I will have you roleplay such occurrences, and bad stuff can happen if you’re careless in your choice of words or don’t know who or what you’re dealing with (Hint: Religion, Religion, Religion!). Expect to be held responsible for unforeseen consequences.

Illusion magic has a bad reputation among honorable citizens, but is fair game among criminals.

Social issues
Crime: Theft, murder, rape, fraud, vandalism and assault are prohibited and prosecuted in most civilized areas. The harshness of justice varies greatly from town to town or even magistrate to magistrate. Prisoners usually face fines, prison sentences, forced labor, or execution. The various lawkeepers try to apply the same principles in the countryside but often find themselves stretched too thin. It is common for knightly orders, mercenary companies, influential guilds or local militias to ensure the safety of citizens outside the cities, often applying a different understanding of justice. Criminals sometimes organize in underground networks, particularly in major cities, usually trying to coerce the local authorities into uncomfortable compromises.

Exploitation: Slavery is illegal everywhere except in Morrowind, who frequently raids Black Marsh for cheap workforce.

Racism: All folks are present in all provinces of the continent, to varying degrees (a Khajit would be as unhappy in the tundras of Skyrim as a Nord in the jungles of Elsweyr…). Foreigners face segregation and prejudice more frequently in the Summerset Isles, Morrowind and Skyrim than in other provinces. While preconceptions and racism exist to varying degrees, they are rarely supported by the power structures.

Gender issues: Clan and family structures tend to be patriarchal in human lands and matriarchal in elven and Betmer lands. Sexism is basically non-existent; while minor cultural preconceptions exist, males and females enjoy the same rights everywhere. Same-sex unions are frowned upon in Skyrim, deemed rather incongruous in Black Marsh, Cyrodiil and Elsweyr, and normal in other provinces. Most deities are genderless and display both masculine and feminine traits.
This message was last edited by the GM at 12:26, Mon 25 Jan 2021.
Aurbis
GM, 4 posts
Sun 24 Jan 2021
at 07:49
  • msg #4

Faith and religion

The most prominent religion in Tamriel is the Church of the Divines, an Imperial cult that enjoys an ever-growing popularity in all provinces. The Church of the Divines preaches honesty, generosity, loyalty and peace. Its main deities are:
Akatosh: God of time, diligence, and loyalty; a major theological figure appearing in many human and nonhuman pantheons.
Arkay: God of birth and death; he teaches contemplation, humility before the mysteries of life, and respect towards the dead and the past.
Dibella: Goddess of beauty, friendship, and art; she teaches thankfulness and enjoyment of the marvels of the world.
Julianos: God of logic, history and law; he teaches intellectual rigor, detached observation, and the pursuit of truth.
Kynareth: Goddess of nature, the sky and the elements; she protects travelers and embodies freedom.
Mara: Goddess of family and healing; she teaches peace, love, and hospitality.
Stendarr: God of magistrates, rulers and soldiers; he teaches courage, honorable conduct and mercy.
Zenithar: God of trade and hard work; he teaches honesty, determination, and the pursuit of spirituality over material wealth.

The Elves follow a different pantheon, composed of primordial beings and historical figures such as:
Magnus: God of magic, architect of the Universe, the creator of reality as we know it
Auri-El: God of the sun, father of elvenkind, bearing strong similarities to Akatosh.
Y’ffre: God of nature and stability, allowing the world to maintain its cohesion.
Phynaster: God of exploration, cunning and luck, he stands for adventure and courage.
Syrabane: God of teaching, protection and apprentices, he shelters Elves from harm.
Xarxes: God of wisdom and knowledge, keeper of history, and witness to the accomplishments of Elves.
Jone and Jode: The twin gods of the Moons, whose dance shields the material world from otherworldly incursions.

Daedric princes are revered secretly in all of Tamriel. As many Daedra are dangerous and outright evil, having attempted to invade Nirn on many occasions, Daedric cults are often persecuted and outlawed. The most prominent Princes are:
Azura: Prince of night and day, Azura is a mystic who teaches balance and wisdom, and among the few Daedra whose worship is generally tolerated.
Hermaeus Mora: Prince of hidden knowledge, he deals in dark secrets and ancient powers, and his bargains are notoriously double-edged.
Hircine: Prince of beasts and the hunt, father of werewolves, he is reputed implacable, yet honorable and fair.
Malacath: Prince of the scorned and the outcast, Malacath is the patron deity of most Orsimer.
Mehrunes Dagon: Prince of destruction, ambition and change, he considers all mortals his enemies.
Molag Bal: Prince of domination and vampirism, he seeks to conquer and enslave the mortal world.
Nocturnal: Prince of luck and mischief, Nocturnal is the patron of thieves and gamblers.
Sheogorath: Prince of madness, Sheogorath dispenses unpredictable blessings and curses and is feared even by other Daedra.
Aurbis
GM, 9 posts
Mon 25 Jan 2021
at 12:42
  • msg #5

The City of Leyawiin

www.imperial-library.info/content/leyawiin-0#node-9390
www.imperial-library.info/content/leyawiin-map#node-9391
(The additional info you can find on Leyawiin on the same website matches the timeline and events of Oblivion, the 4th game in the Elder Scrolls series, which will take place roughly 500 years after the events of this game. Expect discrepancies.)

In the late Second Era, Leyawiin is a thriving, cosmopolitan city. Sitting on the estuary of the huge Niben River, it is the only Imperial port on the shores of the southern Topal Bay and the maritime gateway to the Imperial City, located about a thousand miles upstream. Its docks and loading bays bustle with activity day and night as cargo is loaded from the high sea vessels into barges suitable for river navigation, or pushed onto carts for local supply.

The city is separated into three main parts:

Greenside, sat on the Western bank of the river, is the trade area. Numerous shoppes, trade houses, warehouses and guild outposts are gathered near the monumental Temple of Zenithar, the Cyrodiilic God of trade and hard work. The Mage's guild, Fighter's guild and East Imperial Trading Company have dedicated estates here. Greenside is also host to the finest inns and more expensive residences. Common folks, among them a sizeable amount of Khajit, live in simpler buildings close to the river.

Blueside, sat on the Eastern bank, is a living area for the Leyawiin middle class. Artisans and scholars serve their customers from small, tidy boutiques sprinkled among the small streets. Life is simpler and quieter than in the trade hub. Blueside is home to most of the city's Argonian, Leyawiin's second most numerous minority. Along the river lies Mudbank, an area of ill repute, where rowdy sailors, shady dealers, prostitutes and crazed-eyed gamblers search for their luck.

On a large island in the middle of the river lies Castle Leyawiin, a massive fortress watching over the Topal Bay. The Count's residence occupies the upper floors of the castle's southern half. The rest of the complex serves as the Legion's barracks and depot. The Castle can only be accessed from the bridges, not from the river, and its ballistas and catapults keep unruly pirate ships at a safe distance. A single, massive bridge connects Greenside to Blueside, crossing the castle's court directly. The Golden Market, where the most skilled artisans and producers present their wares to the most demanding customers, takes place in the castle courtyard once per week. A second, smaller bridge extends from the northeastern side of the garrison towards the artisan's plaza in Blueside where most of the smiths are located. It serves as the main supply route for the garrison and ducal family. All castle access points are heavily guarded.

Leyawiin's population accounts for about 28.000 souls, of which about 55% are human (mostly Imperial), 20% Khajit, 20% Argonian, and 5% elven (mostly Orsimer and Bosmer). The garrison is home to about 900 soldiers, a high amount, justified by the strategic location and the frequent skirmishes with pirates and highwaymen.
This message was last edited by the GM at 10:29, Tue 26 Jan 2021.
Aurbis
GM, 21 posts
Thu 28 Jan 2021
at 10:51
  • msg #6

Known NPCs

Her Eminence Tarella Ondysis, a proud and regal Imperial woman in her mid-40'S, with long brown hair weaved in a 5-strand braid, thoughtful brown eyes and a gentle yet distant expression. She is the High Priestess of Zenithar in Leyawiin. While her duties usually keep her away from public matters, she makes a point to hold the year's major celebrations personally in order to maintain the contact with her flock. Born and raised in Leyawiin, she embodies everything the Southern Imperials stand for: honesty, dedication, openness and diligence.

The venerable Neeta-Wei, an elderly Argonian female wrapped in a multitude of colorful blankets and veils, wearing countless rings pierced through the spiny ridge reaching from the top of her head to the end of her long, slim tail, is a respected alchemist closely associated with the Mage's Guild. Her legs are weak from age, but her mind is as sharp as ever. Local Argonian see her as a kind of witch-doctor and claim she has visions of the future. She only speaks Jel and Daedric but has a way of looking at people so that they understand everything she wants, despite not sharing the language.

His Highness Meryl Ithanarius, Count of Cheydinhal, is an Imperial veteran of the reconquest and fought alongside Tiber Septim. There is probably no man better versed in the ways of war in the whole Niben Valley, and he still teaches his officers and bodyguards personally, despite his advancing age. The former officer rose to his new position and is now a highly educated and extremely well-informed man. He commands enormous respect in the Legion, of which he once was part, and has little love for freelancers, mercenary companies and adventurers.

Her Highness Dernella Ithanarius, Countess of Cheydinhal, is the diplomatic power at court. Of Breton noble descent, she masters negotiation like no other and has turned Leyawiin into the bustling trade metropolis it is today. She shares her husband's implacable drivenness and result-orientation, but proves more eclectic in her methods. Whatever disagreements she and her husband might have concerning the individuals she associates with never transpires to the public; the couple insists on high privacy. She entertains strong ties with all guilds and major associations of Tamriel, particularly the Mage's Guild, of which she is used to be an active member.

Master wizard Marelle Decourcis, Head of the Leyawiin Mage Guild, is a petulant Breton woman in her mid-forties. It is hard to believe that the portly, bumbling brunette was once one of the deadliest warmages the Empire had to offer. Born in Glenumbra but raised at the Imperial Court, Marelle Decourcis distinguished herself during the Skyrim skirmishes. She led a successful unit of spellcasters through the Imperial reconquest and fought in Stros M'Kai alongside the Emperor. It is rumored among Mage Guild apprentices that they had a brief affair, though no one dares bring up the subject in her presence. She is very close to Countess Dernella Ithanarius.
This message was last edited by the GM at 09:13, Tue 23 Feb 2021.
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