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Character Creation, Races, Equipment, and Languages.

Posted by Mad MickFor group archive 0
Mad Mick
GM, 9 posts
Thu 21 Oct 2021
at 08:21
  • msg #1

Character Creation, Races, Equipment, and Languages

The game takes place on the island of Vvardenfell, a district in the province of Morrowind, home of the Dunmer. Morrowind is part of the continent Tamriel in the world of Nirn.

Player characters can begin as prisoners, as is traditional for Elder Scrolls games, or they may be newcomers to or residents of Vvardenfell.

Character name generator: https://modding-openmw.com/name-generator/

Character Creation
150 points
-50 points for Disadvantages (not counting Disadvantages from racial templates or birthsigns)
-5 points for Quirks (beyond the -50 for Disadvantages)
1 Birthsign
Maximum Magery 3 at the start
No psionics
Some Exotic Advantages (Regeneration, Healing, etc.) on a case by case basis
Heroic Archer, Born War Leader, and Weapon Bond are available.
Energy Reserve (Magic) requires at least Magicka 0
Supernatural Advantages and Disadvantages (such as Unaging for Elves and Magic Resistance) and Cinematic Advantages (such as Weapon Master and Trained by a Master) are available on a case by case basis.
TL 3
$1000 for starting equipment (all can be used for adventuring gear)
1 free set of clothes
Nirn is a High Mana world. Anyone can learn any spell, provided that they have a suitable teacher. Normal prerequisites apply, including Magery for more difficult spells.

All characters start with the common tongue, Tamrielic, at Native (both spoken and written proficiency) for free.

Potentially helpful books: GURPS Fantasy, GURPS Low-Tech, GURPS Magic, and GURPS Martial Arts.

Physical Description:
Provide a physical description of your character, including age, gender, race, height, weight, eye color, hair color and style, body type, and any other physically defining characteristics.  What makes your character look different from other members of his or her race?

Background:
Where are you coming from?  Where are you going?
What are two or three defining moments in your character's life?
What motivates your character? What goals does your character have?

Personality Traits

The following is a list of 638 personality traits. Each would be suitable as a quirk or could be expanded into a disadvantage.

http://ideonomy.mit.edu/essays/traits.html
This message was last edited by the GM at 18:27, Thu 02 Mar 2023.
Mad Mick
GM, 10 posts
Thu 21 Oct 2021
at 08:22
  • msg #2

Character Creation, Races, Equipment, and Languages

Races

Men

Man, meaning human, refers to any of the human races of Mundus.

Bretons [36]


"Northpoint Lieutenant" from Elder Scrolls: Legends    "Breton" by Big Eyed Bunny

Formerly known as the Manmeri, the Bretons are a human race with elven blood that hail from the province of High Rock. They share a common culture and language but are divided politically into various feudal kingdoms within High Rock. They are known for their abstract thinking and are adept at alchemy, enchantment, and spellcraft. Bretons possess an innate resistance to destructive and dominating magic. In appearance, they are pale-skinned and slight.

Breton society contains many knightly orders, including Daggerfall's Knights of the Dragon, the Knights of the Rose of Wayrest, the Knights of the Flame of Anticlere, Dwynnen's Order of the Raven, and many others. Most Bretons worship the Nine Divines, but some revere the gods of their Elven ancestors.

Males: normal height and weight; Females: -3", -15 lbs

IQ 11 [20]
Advantages: Magery 0 [5], Damage Resistance: Magic 2 (Destructive and Mind Control) [6], Talent - Breton Magic 1 (Thaumatology, Alchemy, Enchantment, Herb Lore, Occultism) [5]

Imperials [10]


"Mentor of the Watch" by Diego Gisbert Llorens
"Imperial Knight" by Entar0178

Also known as Cyrodiils, Cyrodillics, Cyro-Nordics, and Imperial Cyrods, the Imperials are well-educated and well-spoken and inhabit cosmopolitan Cyrodiil. They are known for the discipline of their armies and their respect for the rule of law. They make shrewd diplomats and traders, and these traits, along with their powerful legions, have enabled them to create the Empire. Imperials tend to be skilled in heavy armor and favor warrior professions.

Although every player race can be found in every province of Tamriel, usually the race native to that province is in the majority. Not so in Cyrodiil, where Imperials make up perhaps only 25% of the population. Imperials mainly worship the Nine Divines, which is led by the Imperial Cult. Another religion in Cyrodiil is hero/emperor worship.

Males: normal height, +36 lbs; Females: Normal height, -8 weight

Advantages: Charisma 1 [5]; Heavy Armor; Talent - Voice of the Emperor 1 (Diplomacy, Intimidation, Leadership, Merchant, Public Speaking, Savoir-Faire) [5]

Common skills: Shield, Melee Weapons, Bow


Nords [32]


Nord from Elder Scrolls: Legends

Nords are the children of the sky, a tall and fair-haired race of humans from cold Skyrim. They are known for their resistance to cold and magical frost. They are fierce, strong, and enthusiastic warriors, and many become renowned warriors, soldiers, and mercenaries. Most Nords love two things: music and mead. In addition, many are bitterly resentful of elves. They tend to be a superstitious people.

They are a devout people with grim beliefs. One is that the World-Eater, Alduin, will return to destroy the world. Nords who die valiantly or in battle are welcomed to Sovngard, the Hall of Valor, a place of euphoric bliss and camaraderie. Cowardice is the worst trait a Nord can exhibit. Some Nords practice the Old Ways, an ancient animal worship religion their ancestors brought from the northern continent of Atmora. Most worship the Aedra.

Males: +4", +36 lbs; females: +4", normal weight

ST 12 [20], HT 11 [10]
Advantages: Damage Resistance: Cold 3 [12], Fearless 2 [4], Talent - Nordic Fighting (Broadsword, Shortsword, 2H sword, Spear, Axe/Mace, Shield) [5]

Disadvantage: Intolerance (Elves) [-5]


Redguards [85]


"Steel Adept" by Joseph Meehan
"Niben Bay Cutthroat" from Elder Scrolls: Legends

The tall, dark-skinned Redguards come from the province of Hammerfell, and they are the most naturally talented warriors in Tamriel. They seem born to battle, though their pride and independence make them more suitable as adventurers or skirmishers rather than rank-and-file soldiers. In addition to their affinity for many different armor styles and weapons, they are blessed with hardy constitutions, quickness of foot, and resistance to poison.

Their ancestors hail from the western continent of Yokuda, which sank in ancient times. Redguards possess advanced seafaring, agricultural, military, and astronomical knowledge (T4 in some areas). Almost every Redguard is expected to know to handle themselves in combat, though strategy, tactics, and leadership are usually the realm of rulers. Their military consists of a number of knightly orders. Magic has long been frowned upon in Redguard society. However, in ancient times some Yokudans served as war-wizards in armies, and Redguard warriors called sword-singers forged swords with magic. They favor long, flowing clothing. Many males wear beards, and tattoos and body piercings are common. Redguards abhor necromancy and any sort of interaction with the undead. Their main religion is a mix of ancestor and Aedra worship.

Males: +2", +30 lbs; females: +1, +15 lbs

ST 11 [10]; Basic Speed +0.5 [10]
Advantages: Hard to Kill 1 [2], Hard to Subdue 1 [2], Resistant to Poison (+8) [8]; Resistant to Disease (+8) [8], Talent (Shield) [2]; Talent - Redguard Mastery 1 (All Melee Weapons and Shield) [15]

Disadvantages: Intolerance (Necromancy) [-2]; Taboo trait (Magic) [0].

Optional advantages: More levels of Hard to Kill, Hard to Subdue, or Redguard Mastery; or replace Redguard Mastery with Weapon Master.

Common skills: Tactics, Leadership, Strategy


Mer

Altmer [68]


"Valissara" by Ryan C
"Altmer" by Yomi-Ferus

Summerset Isle is the home of the Altmer (the Cultured People), or High Elves. They are tall, gold-skinned people with almond-shaped eyes. Altmer are extremely intelligent and willful. They have a natural affinity for magicka and make powerful wizards. They are naturally immune to paralyzation, resistant to disease, and adept at arcane arts.

They consider themselves the most civilized people in the Empire and the purest mer. Tamrielic, the Empire's common tongue, is based on their speech and writing, and most of the Empire's arts, crafts, and sciences come from Altmer traditions. They are typically seen as smug and proud by other races. Altmer typically live two to three times as long as humans.

Their primary religion is ancestor worship. A few Altmer worship Daedra.

Males: +7", normal weight; females: +7", normal weight

IQ 12 [40]
Advantages: Magery 0 [5], Extended Lifespan 1 [2], Resistant to Disease +8 [5], Immunity to Paralysis [5], Talent - High Magic +1 (Thaumatology, Alchemy, Theology, Enchantment, Philosophy, Occultism) [10], Talent - High Art +1 (Artist (one), Connoisseur (one), Current Affairs, Musical Instrument (one), Poetry, Writing) [10]
Disadvantages: Magic Susceptibility 3 [-9].


Bosmer [77]


"Bosmer" by SirTiefling
"Bosmer" by TheMinttu

Valenwood is the home province of the Bosmer. They also call themselves the Tree Sap People, and other races term them Wood Elves. They are wild and youthful, in contrast to the more dour Altmer and Dunmer. Bosmer reject stiff, formal tradition in favor of living in harmony with the land and its creatures. Some Bosmer have small antlers.

They are a people of the forests and are extremely agile and quick. Bosmer are the greatest archers in Tamriel and some of the most infamous thieves. They make excellent scouts, and many become scholars or traders. They live two to three times as long as humans, and they outnumber all other Mer in Tamriel.

Their main worship is that of the Forest Gods and ancestor worship. Many wilder Bosmer keep the Green Pact in that they harm no green, growing thing and eat their fallen enemies. In times of great desperation, Bosmer can perform a communal ritual called the Wild Hunt, permanently shapeshifting into a horde of feral, supernatural beasts that slays all in its path.

Males: -1", -7 lbs; females: normal height, -15 lbs

IQ 11 [20], DX 11 [20]
Advantages: Extended Lifespan 1 [2]; Resistant to Disease +8 [5]; Speak with Animals [25]; Talent - Woodland Born +1 (Camouflage, Bow, Stealth, Naturalist, Tracking, Animal Handling) [5]

Optional advantages: Heroic Archer, More levels of Woodland Born.

Optional disadvantages: Distinctive Feature (Antlers) [-1]; Great Vow (Green Pact) [-10 or -15]

The Green Pact:
10-pt version: Do not harm the forests of Valenwood. Do not eat anything made from plant life. Eat only meat. Do not kill wastefully. Do not take on the shape of beasts.
15-pt version: (Add) When enemies are conquered, their meat must be eaten, not left to rot.


Dunmer [76]


"Dunmer" by LoranDeSore
"Dunmer" by Lytayvea

Dunmer are the native race of Morrowind. They are tall, dark-skinned people with red, glowing eyes. They are known to be strong, quick, and intelligent. Dunmer often combine magic and martial ability and favor the blade and shield. They are legendary sorcerers and warriors, rivaling the Redguards and Bosmer.

Dunmer are usually grim, aloof, and reserved, distrusting and disdainful of other races, but they greatly value loyalty and family. As a nation, they consider themselves ill-favored by fate. They typically live two to three times as long as humans. In Morrowind, the main religion is the worship of the Tribunal Temple, but many Dunmer worship various Daedra.

Males: normal height and weight; females: normal height, -15 lbs

ST 11 [10], IQ 11 [20], DX 11 [20]
Advantages: Magery 1 [15], Damage Resistance 3 (Fire) [9], Extended Lifespan 1 [2], Talent - +2 (Destruction School) [4], Talent - +2 (Bow) [4], Talent - +2 (Broadsword) [4]
Disadvantages: No Sense of Humor [-10]


Beast Races*

* "Beast" is not entirely accurate. Orsimer are actually Mer and Khajiit are distantly related to Men and Mer. Only Argonians are not descended from Men or Mer. However, all three races have the disadvantage "Social Stigma - Beast Race" in most parts of the Empire.

Argonians [82]


"Argonian" by LyntonLevengood
"Argonian" by Mad1984

Argonians, also known as the Lizard Folk or their own name for themselves, the Saxhleel, make their homes in the swamps of Black Marsh. A cold-blooded reptilian humanoid race, they are intelligent, quick, and agile and famed guerilla warriors. They can breathe underwater using gills. Some have feathers, others have webbed hands and feet, and still others have horns and fins.

Argonians live in more than two dozen distinctive tribes, such as the pious Gee-Rusleel, with their deep connection to the Hist; the warlike Naga-Kur, who use the bones of their fallen in weapons and armor; the winged Sarpa; and the Mehrunes Dagon worshippers, the Sul-Xan.

A few Argonians worship Daedra, but most worship their creators, the enigmatic Hist, an ancient race of sentient trees. They also revere Sithis. They excel in the arts of stealth and spellcraft.

Males: +2", +15 lbs; Females: normal height and weight

IQ 11 [20], DX 11 [20], Basic Speed +0.5 [10]
Advantages and Perks: Doesn't Breathe (Gills) [10], Speak Underwater [5], Nictitating Membrane [1], Resistant to Poison - Immunity [15], Resistant to Disease - +8 [5], Talent - Waterborn +3 (Swimming) [6], Talent - Marsh Magic +1 (Thaumatology, Alchemy, Enchantment, Occultism) [5]
Disadvantages: Cold-blooded - threshold 10 C [-5], Social Stigma - Beast Race [-10]

Optional advantage: More levels of Marsh Magic.

Khajiit (Suthay-raht furstock) [66]


ESO Elseweyr
"Khajiit" by GiuseppeDiRosso

Khajiit are a fair-skinned people from the province of Elsweyr. They are intelligent, hardy, and agile, and legend says they are descended from an intelligent feline race. Many Khajiit paint their face to resemble great cat predators. They are expert climbers and adept at thievery and slight of hand.

Khajiit are ruled by the Mane, a unique Khajiit believed to be continually reincarnated and born during the alignment of the two moons, Masser and Secunda. Khajiit are divided into numerous clans, such as the nomadic merchants, the Baandari Pedlars; and the Pride of Akatosh, those born under the eclipse but not destined to rule as the Mane.

At least seventeen Khajiit furstocks (breeds) exist and vary in appearance from nearly Elven to the Cathay-Raht, the jaguar men, and the great Senche-Tiger. A Khajiit furstock is determined by the phases of the moons at their birth, and the suffix -raht generally denotes larger furstocks. The most common Khajiit breed is the Suthay-raht. All Khajiit have a weakness for sweets, especially moon sugar and skooma. The Khajiit pantheon includes many spirits, including the Nine Divines, Daedric Princes, and native Khajiit deities.

Suthay-raht:

Suthay-raht are similar in height and build to Men but have digitigrade legs. They are completely covered in fur of different colors and patterns and have tails. They have claws on their hands and feet, and their heads are cat-like. Nearly all Khajiit on Vvardenfell are Suthay-raht, although other furstock are present in Morrowind, particularly in the Khajiit mission in Old Ebonheart.

Males: normal height and weight; females: -3", -7 lbs

DX 12 [40]
Advantages and Perks: Fur [1], Flexibility [5], Perfect Balance [15], Catfall [10], Claws - Sharp [5], Teeth - Sharp [1], Night Vision 9 [9], Talent - Catburglary +1 (Stealth, Climbing, Acrobatics, Filch, Pickpocket, Lockpicking) [5]
Disadvantages: Social Stigma - Beast Race [-10], Kleptomania [-15]

Optional Advantages: More levels of Catburglary
Optional Disadvantages: Addiction - Moon Sugar [-10], Addiction - Skooma [-20]


Other furstocks:

Alfiq are magically gifted Khajiit that resemble housecats. They rarely travel outside Elsweyr.

Traits: SM -3, Night Vision 9, Quadruped, Telecommunications (Telesend), Catfall, Cannot Speak

Little is known about the Alfiq-raht, other than that they are larger than Alfiq.

Cathay are slightly stronger and larger than Suthay-raht and have plantigrade legs.

Traits: Night Vision 9, Claws

Cathay-raht, also called "jaguar-men", are larger and stronger and said to be more agile than a werewolf.

Dagi are less common Khajiit who live in the southern marshes of Elsweyr. Their faces resemble lynxes, and they are among the smallest of the furstocks. They are excellent climbers and are rumored to be skilled spellcasters.

The faces of Dagi-raht also resemble lynxes, and like the smaller Dagi are strong climbers, and they are also suspected to be talented at magic.

Ohmes are man-like, man-faced, and distinctly Elven, resembling shorter Bosmer. They are often adventurers or diplomats and are seen far less often than other furstocks.

Ohmes-Raht can also be mistaken for Mer or Men, and they also walk on their heels. Their bodies are covered by light fur, and they have tails.

Pahmar are a giant bipedal furstock and resemble Senche-Tigers.

Traits: Night Vision 9, Sharp Claws, Sharp Teeth, Quadruped, Catfall

Pahmar-raht are even larger than Pahmar and are the strongest of furstocks. They make powerful bodyguards and warriors, and like Pahmar, resemble Senche-Tigers.

Senche are often mistaken for their tiger-sized, catlike, less-sentient cousins, Senche-Cats. They are similar to Pahmar-raht in size. They stand about as tall as an Altmer and weight about 20 times as much. Some Senche permit other Khajiit to use them as steeds.

Traits: SM+1, Night Vision 9, Sharp Claws, Sharp Teeth, Quadruped, Combat Reflexes, Catfall

Senche-raht, also called "battlecats", are larger and slower than the Senche. Their bodies are shorter, and they have straighter legs. They stand as tall as two Altmer and weigh about 50 times as much. They are intelligent beings with great memories, are capable of speech, and can cast spells. Just as Senche, they can act as mounts or beasts of burden in war, but they dislike being treated as beasts. Non-Khajiit often assume they are monsters or merely animals, but some Senche-raht have become successful merchant lords. They are excellent hunters.

Traits: SM+2, Night Vision 9, Sharp Claws, Sharp Teeth, Quadruped, Combat Reflexes

Suthay are smaller than Suthay-raht, are bipdeal, and have digitigrade legs.

Not much is known of Tojay, inhabitants of the southern marshes and jungles of Elsweyr.

Tojay-raht are bipedal and have digitigrade legs.

The Mane is only born during the eclipse when Masser and Secunda are aligned. The Mane wears a headdress that has hair from other Khajiits woven into it.


Orsimer [84]


"Orcs in Skyrim" by FafnirTargaryen             "Orsimer" by Lobstermagic

The Orsimer, or the Orcs, are sophisticated barbarian beast people who hail from the Wrothgarian and Dragontail Mountains. They are known for their unshakeable courage in war and their unflinching endurance in hardship. In the past, they were widely feared and hated by other nations and races in Tamriel, but they have won begrudging acceptance in the Empire, particularly for their distinguished service in the Empire's Legions.

Orcish armor is prized for its craftsmanship, and Orsimer warriors in heavy armor are among the finest front-line soldiers in the Empire. Most Imperial citizens view Orsimer society as rough and cruel, but they are also known for their fierce loyalty and equality in rank and respect among the sexes.

Males: +3", +50 lbs; females: +3", +15 lbs

ST 12 [20], HT 11 [10], Will +2 [20], Arm ST +2 [10]
Advantages: Combat Reflexes [15], Damage Resistance 1 [5], Berserk: Extra Attack, Costs Fatigue (-5%) [24], Talent - Armorer +2 (Armoury) [4]
Disadvantage: Unattractive [-4], Social Stigma - Beast Race [-10]


Non-player races

Tamriel is home to many other races, including Goblins, Falmer, Sloads, Maormer, Giants, Druegh, Centaurs, Rieklings, and Minotaurs, though only some of these races are present on Vvardenfell. Some ancient races, including the Aldmer and the Chimer, live on in other races, such as the Altmer and Dunmer respectively. Other races are now extinct, including the Dwemer and the Ayelids, leaving behind their ruins and other detritus of their once mighty civilizations.


Class Lenses

Breton Knight [52]

The following is for a typical knightly order. Less reliable orders may grant promotions over nobility, wealth, or charisma, but in general, knightly orders require their members to be skilled warriors so as not to tarnish the order's reputation.

ST 11 [10], DX 11 [20], HT 11 [10]
Advantages: Fit [5], Status 2 [10]
Disadvantages: Code of Honor (Chivalry) [-15]
Skills: Shield DX+1 [2] and Axe/Mace or Broadsword DX [2] or Two-Handed Sword DX+1 [4]; Bow DX [2]; Savoir-Faire IQ+1 [2]; Heraldry IQ [2]; First Aid IQ+1 [2] or Physician IQ-1 [2]

Shadowscale [80]

The Shadowscales are a monastic order of Argonian assassins that are born under the sign of the Shadow. They are inducted into the Dark Brotherhood and worship Sithis.

DX 14 [60]**
Advantages: Claim of Hospitality (Dark Brotherhood) [5]
Disadvantages: Code of Honor (Dark Brotherhood) [-15]
Skills: Shadowing DX+2 [8] or Stealth DX+2 [8]; One of Crossbow, Garrote, Knife, or Thrown Weapon (Knife or Shuriken), all DX+2 [4]; Rapier or Smallsword DX+1 [4]; or Blowpipe or Sleight of Hand, both (H) DX [4]. Either Traps IQ+2 [8] or Poisons IQ+1 [8].
Birthsign: The Shadow [10]

**Argonian racial DX 11 +3 [60]
This message was last edited by the GM at 23:33, Tue 09 Aug 2022.
Mad Mick
GM, 11 posts
Thu 21 Oct 2021
at 08:23
  • msg #3

Character Creation, Races, Equipment, and Languages

New Skills

Unarmored [11/level]
Training that allows the user to learn to evade attacks more easily when not wearing armor. 1 level may be bought at character creation, and up to 2 more levels may be learned from a trainer.

Enhanced Dodge 1 (-30%, unarmored)


Light Armor [14/level]
Training that allows the user to learn to evade attacks more easily and move further when wearing light armor. 1 level may be bought at character creation, and up to 2 more levels may be learned from a trainer.

Enhanced Dodge 1, Extra Move 1 (-30%, light armor)


Medium Armor [18/level]
Training that allows the user to learn to evade attacks more easily, take less damage, bear weight more easily, and move further when wearing medium armor. 1 level may be bought at character creation, and up to 2 more levels may be learned from a trainer.

Enhanced Dodge 1, Extra Move 1, DR 1 (-30%, medium armor)


Heavy Armor [20/level]
Training that allows the user to learn to evade attacks more easily, take less damage, bear weight more easily, and move further when wearing heavy armor. 1 level may be bought at character creation, and up to 2 more levels may be learned from a trainer.

Enhanced Dodge 1, Extra Move 1, DR 1, Lifting ST 1 (-30%, heavy armor)

New Disadvantages

Code of Honor (Dark Brotherhood) [-15]
Tenet 1: Never dishonor the Night Mother. To do so is to invoke the Wrath of Sithis.
Tenet 2: Never betray the Dark Brotherhood or its secrets. To do so is to invoke the Wrath of Sithis.
Tenet 3: Never disobey or refuse to carry out an order from a Dark Brotherhood superior. To do so is to invoke the Wrath of Sithis.
Tenet 4: Never steal the possessions of a Dark Brother or Dark Sister. To do so is to invoke the Wrath of Sithis.
Tenet 5: Never kill a Dark Brother or Dark Sister. To do so is to invoke the Wrath of Sithis.

Addiction - Moon Sugar (Cheap, illegal) [-10] for Khajiit or (Cheap, illegal, incapacitating) [-20] for non-Khajiit

Moon sugar is a potent narcotic that is illegal in Morrowind and the rest of the Empire. It is addictive and has analgesic and soporific effects. Spoiled moon sugar is edible but will cause illness. In humans and Mer, moon sugar causes a brief euphoric state followed by complete exhaustion. Khajiit are relatively resistant to moon sugar's harmful effects because they consume it regularly, using it as a spice in almost every dish.

Addiction - Skooma (Cheap, hallucinogenic, highly addictive, illegal) [-20]

Skooma is a hallucinatory narcotic refined from moon sugar. The drug is extremely addictive, and it leaves its users in constant, alternating states of delusional euphoria and lethargy. Sustained use results in permanent confusion and mental deterioration. Skooma made from rotted moon sugar has more extreme side effects, including death.


Birthsigns

Every PC must choose one of the following birthsigns.

Note: Some of the birthsigns grant individual spells. These spells cannot be improved.

There are three major constellations, known as the Guardians: the Warrior, the Mage, and the Thief. Each guardian protects its three charges from the thirteenth constellation, the Serpent.

Each constellation has a Season of approximately one month. The Serpent has no season and roams the heavens, threatening other constellations.


The Guardians

The Warrior [5]



The Warrior protects his charges, the Lady, the Steed, and the Lord. The Warrior's own season is Last Seed when his strength helps with the harvest. Those born under the Warrior are skilled with weapons but are prone to short tempers.

Talent: Skilled Combatant 1 (All melee and ranged weapons) [15]
Bad Temper (12) [-10]

The Mage [1]



The Mage's Season is Rain's Hand when magicka was first used by men. His charges are the Apprentice, the Golem, and the Ritual. Those born under the Mage have more magicka and talent for spell-casting, but are often arrogant and absent-minded.

Magery 0 [5]
Energy Reserve 4 (Magic) [12]
Arrogant [-1], Absent-Minded [-15]

The Thief [0]



The Thief is the final Guardian Constellation, and her month is the darkest month, Evening Star. Her charges are the Lover, the Shadow, and the Tower. Those born under the Thief are not necessarily thieves, but they are often risk-takers and only rarely come to harm. Eventually, however, they will run out of luck, and rarely live as long as those born under other signs.

Luck 1 [15]
On the Edge (12) [-15]

The Serpent [10]



The Serpent wanders the sky and has no Season, though its motions are somewhat predictable. Those born under the Serpent share no common characteristics, though they are the most blessed and the most cursed. Those born under the sign of the Serpent can poison others at a cost to themselves.

Serpent Spell: Deathtouch spell at IQ+2 (but only 1d damage and costs 6 MP) [10]

Feature: Each day, roll 3d6. On a 10 or less, gain Luck 1 for that day. On an 11 or higher, gain Unlucky 1 for that day.


The Charges

The Lady [10]



The Lady's Season is Heartfire. Those born under the Lady are kind and tolerant.

Lady's Blessing: Charisma 1 [5], +2 FP [6]
Broad-minded [-1]

The Steed [19]



The Steed's Season is Mid Year. Those born under the Steed are impatient and are always in a hurry.

+0.50 Basic Speed [10], +2 Basic Move [10]
Impatient [-1]


The Lord [15]



The Lord's Season is First Seed, and he oversees the planting. Those born under the Lord are stronger and healthier than those born under other signs. They can regenerate Health but are vulnerable to fire.

Blood of the North: ST 11 [10], HT 11 [10], Regeneration (regular) [25]
Trollkin Ability: Vulnerability to Fire x 2 [-30]

The Apprentice [17]



The Apprentice's Season is Sun's Height. Those born under the Apprentice have a special affinity for magic but are more vulnerable to magic as well.

Magery 0 [5]^, Energy Reserve 8 (Magic) [24], Magic Susceptibility 4* [-12]

The Atronach [19]



The Atronach (or the Golem) falls under Sun's Dusk. Those born under the Atronach are natural sorcerers with deep reserves of magicka. They cannot regenerate magicka on their own, but they have a chance of absorbing magic cast at them.

Magery 0 [5], Damage Resistance: Magical Energy Absorption 2 (restores Magicka) [14] (doesn't stack with racial DR); 6 Energy Reserve (Magic, Only recharges from Absorption, Leech, Steal Energy, etc., or from potions, -70%) [6]; Unhealing (Partial, Magicka only, -70%) [-6]

The Ritual [18]



The Ritual's Season is Morning Star. Those born under this sign can heal themselves and turn the undead.

Blessed Word: Turn Zombie IQ+2 [12]
Mara's Gift: Healing (self only) [6]

The Lover [14]



The Lover's season is Sun's Dawn. Those born under this sign are graceful and passionate and can paralyze others with a kiss.

+1 DX [20]
Affliction 1 (Paralysis, Contact Agent [Skin], Melee [Delivered with kiss]) [9]
Lecherousness (12) [-15]

The Shadow [12]



The Shadow's Season is Second Seed. Those born under her sign have the ability to hide in shadow.

Invisibility (Only in shadows, Once per day) [12]

The Tower [22]



The Tower's season is Frostfall. Those born under this sign have a knack for finding gold and opening locks, and can reflect damage from attackers.

Nose for Gold: Detect Gold [5]
Tower Key: Lockmaster spell at IQ+2 [12]
Tower Warden: Damage Resistance 1 (Reflection) [10]

^If a character already has Magery 0 from its racial template, deduct this cost from the birthsign.

*Magic Susceptibility is capped at 5. An Altmer born under the Apprentice will have Magic Susceptibility 5 and would not need to buy Magery 0. The Apprentice would thus cost 16 CPs rather than 17.

This message was last edited by the GM at 04:11, Wed 03 Aug 2022.
Mad Mick
GM, 12 posts
Thu 21 Oct 2021
at 08:26
  • msg #4

Character Creation, Races, Equipment, and Languages

Useful links

These links were posted in another RPOL game, but they come in handy.

GURPS Character sheet (a free program that helps create a character)
http://gurpscharactersheet.com/

GURPS Character Assistant (Note: official GURPS character creator, but costs $20 - GCS may be a better choice)
http://www.sjgames.com/gurps/characterassistant/

GURPS Lite 4e (English)
http://e23.sjgames.com/item.html?id=SJG31-0004

GURPS 3e to 4e Update
http://e23.sjgames.com/item.html?id=SJG30-6024

GURPS 4e Spell Flow Charts (Useful for spell prerequisites)(Not applicable in this game, but useful to have)
http://e23.sjgames.com/item.html?id=SJG37-0203

GURPS 4e Skill Categories
http://e23.sjgames.com/item.html?id=SJG37-0201

GURPS 4e Combat Cards (Handy for reference during combat)
http://e23.sjgames.com/item.html?id=SJG37-0202

GURPS Martial Arts Techniques Cheat-Sheet
http://e23.sjgames.com/item.html?id=SJG37-1643

More about GURPS combat:
http://sjgames.com/pyramid/sample.html?id=2836
This message was last edited by the GM at 01:06, Fri 12 Nov 2021.
Mad Mick
GM, 13 posts
Thu 21 Oct 2021
at 08:26
  • msg #5

Character Creation, Races, Equipment, and Languages

Useful skills

Originally Posted by Kromm @ forums.sjgames.com

Relying on defaults -- whatever the game system calls them -- is rarely fun. In GURPS, I hint that certain skills are necessary for adventurers, true action heroes or not, to keep the story flowing without annoying breaks caused by PCs being incompetent at tasks that adventure fiction commonly treats as "everyman" skills:

  Carousing, Diplomacy, Fast-Talk, or Interrogation -- Eventually, everybody wants to interrogate NPCs. I'm generous about what skills work, but some skill is required.

  Climbing, Hiking, and Stealth -- The party is only as good at these things as its worst party member, and nearly every party has to move around as a unit at some point.

  Driving or Riding -- Travel is vital to adventure, and while "every hero can drive/ride a horse" is often assumed, it isn't automatic in games that have skills for these things.

  First Aid -- Effective bandaging isn't an unskilled activity, AD&D notwithstanding. Non-action heroes often want to do this to "contribute" to party combat effectiveness, so they especially need this skill.

  Gesture -- Sooner or later, communication without making a sound will be vital to almost any party's survival.

  Observation, Scrounging, or Search -- Noticing interesting things takes training, and finding clues and useful items is so central to adventures that no PC should lack at least basic training here.

  Savoir-Faire or Streetwise -- Everybody came from somewhere. It's passing annoying when a player just assumes that her PC would "get on with folks in her element" without having any practical social skills to back up the assumption.

I further suggest -- strongly -- that action heroes have this list as well:

  Axe/Mace, Broadsword, Knife, Shortsword, or Staff -- Wielding a stick, knife, or heavy tool to any real effect requires practice. These common improvised weapons are not idiot-proof, trivial, or safe to use without training.

  Beam Weapons, Bow, Crossbow, or Guns -- However easy "point and shoot" looks, it's quite tough in reality. No credible action hero lacks competency at all ranged combat.

  Boxing, Brawling, or Karate -- Fisticuffs are the worst place to be untrained. Your fists are the only weapons you always have, so learn to use them.

  Forced Entry -- No, it isn't easy to kick in a door. Actually, unless you know how, you'll hurt yourself.

  Holdout -- "Concealable" equipment only works if you have skill at concealment, and frustratingly few players realize this.

  Judo, Sumo Wrestling, or Wrestling -- The number of people who think they should be able to grab others automatically is astounding. In fact, this is a difficult feat, trickier than hitting people, and absolutely requires training.

  Throwing -- Whether you're tossing spare magazines to friends or grenades at enemies, this is a trained skill, so it pays to know it.

I think that players would be far less unhappy about surprises if more GMs made lists like this and did everything possible to get players to take them seriously. A PC with Brawling, Fast-Talk, Forced Entry, Holdout, Knife, Scrounging, Stealth, and Wrestling should be able to make and conceal a shiv, overpower a guard, steal his clothes, sneak away from the scene, talk his way past the other guards, and leave through an inadequately bolted back door.
Mad Mick
GM, 14 posts
Thu 21 Oct 2021
at 08:28
  • msg #6

Character Creation, Races, Equipment, and Languages

Here's a nice page on coming up with quirks.  Protip:  pick your quirks first!  https://img.fireden.net/tg/ima...96/1453962564540.pdf

"Gaming Ballistic," a nice collection of articles on ST, DX, melee and ranged skill levels, and more from the author of GURPS Martial Arts: Tactical Grappling, the great GURPS archer article "The Deadly Spring," and other Pyramid articles:  https://gamingballistic.com/melee-academy/

"Dungeon Fantastic" - the home of an excellent GURPS Dungeon Fantasy campaign, GURPS NPCs, and other assorted goodness:  http://dungeonfantastic.blogspot.com

How to not die in GURPS:  http://dungeonfantastic.blogsp...-hard-to-do.html?m=1
Mad Mick
GM, 15 posts
Thu 21 Oct 2021
at 08:29
  • msg #7

Character Creation, Races, Equipment, and Languages

Languages

Tamrielic, or Cyrodilic, is the common language. The cultures of Tamriel are literate, and player characters will receive literacy for free.

Most languages, other than the Jel of the Argonians, are descended from a common dead language, Ehlnofex, though some spirits may still speak it.

Elvish languages are descended from Aldmeris, spoken by the Aldmer, the First Folk. Langauges descended from Aldmeris default to each other at Broken.

High Elvish, also called High Elven or Elvish, is used by the Altmer of the Summerset Isles. It comes from Aldmeris (default to each other at Accented) and is similar to Ald Chimeris (defaults to each other at Broken). Tamrielic is based on High Elvish (default to each other at Accented).

Dunmer Language, also called Dark Elvish. Derived from Ald Chimeris, the language spoken by their Chimer ancestors.

Bosmeris is spoken by the Bosmer and comes from High Elvish (defaults to each other at Accented).

Dwemeris, or Old Dwarvish, was a language once spoken by the Dwemer (defaults to Aldmeris at Accented).

Jel is the native language of Argonians. Much of it relies on non-verbal communication, like lowering the head, raising spines, and extending claws.

Nordic language comes from the Ancient Nordic tongue and from Dragon language. Some words from Nordic are used in Tamrielic (both default to the other at Broken).

Orcish is spoken by the Orcs (defaults to Aldmeris at Broken) and comes from Old Orcish.

Ta'agra is the language of the Khajiit of Elsweyr. Many Khajiit mix Ta'agra and Tamrielic, and many Khajiit speak in the third person ("This one" to refer to themselves).

Breltic, the language of the Bretons, is rarely spoken now.

Yoku, the language of the Redguards, is still spoken, but it has been almost completely been replaced by Tamrielic.

Languages can be improved from default if they default to a language already known by the PC.

Non-player languages

Centaurian is spoken by the Centaurs found in the Illiac Bay regions of High Rock and Hammerfell. Some lived in Valenwood in ancient times.

Minotauran is spoken by the bull-men of Cyrodiil. They also are known to inhabit Elsweyr and the Reach of Skyrim. In ancient times, they could be found in Valenwood.

Daedric is spoken by the various Daedra that inhabit the realms of Oblivion and can be found throughout Tamriel. A perk level of this language allows PCs to read the language.

Dovahzul is spoken by dragons. Once found throughout Tamriel, almost all have been killed or driven off, though stories exist of them still hiding in the Alik'r Desert in northern Hammerfell, and others may still exist in the hidden places of the world. It is rumored that some Nords use Dragon language in a magical ability called the Thu'um.

Giantish is spoken by the giants of Skyrim, High Rock, Hammerfell, Cyrodiil, and Valenwood.

Harpy is spoken by harpies, which can be found around the Iliac Bay and wherever they can nest in rocky cliffs and crags.

Impish is spoken by imps that can be found in or near caves throughout Tamriel. They are rarely seen in Morrowind.

Nymph is spoken by the female nymphs of High Rock and Hammerfell.

Spriggan is spoken by Spriggans found in glades and groves throughout Tamriel. In Morrowind, they are most commonly encountered on the island of Solstheim.


Perk-level:

Daedric - written alphabet used by both Dunmer and Daedra. Corresponds to written Tamrielic.
This message was last edited by the GM at 18:42, Wed 03 Aug 2022.
Mad Mick
GM, 16 posts
Thu 21 Oct 2021
at 08:30
  • msg #8

Character Creation, Races, Equipment, and Languages

Food and Drink

Baked Goods

A sampling of baked goods:

Bread is usually baked from saltrice flour. Ash yams and wickwheat can also be used to make bread. Wickwheat bread is often topped by scrib jelly.

Kwama Egg Quiche is made from native kwama eggs.

Marshmerrow Cakes are sweet treats dusted with powdered pearl and sugar.

Spiced root cake can be made from trama root, mandrake, or corkbulb.


Drinks

Some of the more common alcoholic beverages:

Flin is an expensive and stimulating Cyrodilic whiskey popular in Morrowind. It often leaves the user feeling stronger and more willful after drinking it.

Greef is a cheap brandy made from native comberries.

Matze is a cheap beer brewed from fermented saltrice.

Shein is a cheap wine made from comberries. It is better and sour and of a warm ruddy color.

Sujamma is a cheap, bitter liquor, extremely potent. It is occasionally mixed with scrib-jelly and served in shots.


Fruits and Vegetables

Many native fruits and vegetables have alchemical properties.

Bittergreen is highly toxic if eaten raw but nourishing when boiled. Often used to make tea.

Found in the Ascadian Isles, Ash yams are tough, tuberous roots with mild magical properties. Often served baked or ground to make falafel.

Hackle-lo is a hardy, succulent, and edible leafy green. Grown year round, it can be eaten raw or cooked.

Hyphia Facia is an edible fungus collected from tree trunks along the Bitter Coast.

The sweet pulp of marshmerrow can be eaten fresh or prepared and is a valuable cash crop in the Ascadian Isles.

Saltrice is a staple of Dunmer cuisine and one of Morrowind's biggest export crops. It can be cooked as porridge mixed with scuttle.

Wickwheat is a wild grain grown in the Ashlands.


Meat, Cheese, and Fish

Many sources of protein have alchemical properties.

Mudcrab meat is sweet and tasty.

Cliff racer meant can be stewed to make ragout.

Domesticated guar is a common source of protein.

Horse is rare but considered a delicacy by the Dunmer.

Nix-hound meat is sweet and tender and is used by Ashlanders to make chili.

Kwama eggs are a staple in Morrowind and one of the most common sources of protein. They remain fresh for weeks and can be eaten boiled, roasted, or raw. Omelets and quiches are popular.

Rat meat is tough and has an unpleasant smell, but it is cheap, nutritious, and abundant. It is often cooked in a stew, its smell masked by strong spices.

Scuttle is a cheese-like, greasy, tasty substance made from local beetles. It is sometimes served in soup.

Scrib are the larval form of the kwama. Crushed scribs make a nutritious but sour-tasting gelatin that is popular among Dunmer. Scrib jerky is also popular and often serves as rations for native travelers.
This message was last edited by the GM at 05:18, Fri 19 Nov 2021.
Mad Mick
GM, 26 posts
Fri 19 Nov 2021
at 07:11
  • msg #9

Character Creation, Races, Equipment, and Languages

Armor

Light

Chitin is made from laminated insect shells. Typical among commoners. (3/4 weight, +1 DR, +20 CF, only applies to rigid Leather armor with base DR 2+.)

Netch leather is made from netches, a species native to Vvardenfell. A boiled variety exists that is heavier and more durable.

Nordic Fur Armor is favored by Nords.

Glass is created from rare metals and green volcanic glass.
Armor Base DR 5-7: 3/4 weight, +2 DR, +22 CF
Base DR 8-10: 3/4 weight, +3 DR, +24 CF.)


Medium

Some medium armor is Imperial and Nordic.

Bonemold is made from softened bone molded into new shapes and hardened by resin. Favored by Great house guards and nobles. (Armor is 3/4 weight, +9 CF, only applies to Scale and Steel Laminate armors.)

Dreugh is made of Dreugh shells and wax. (0.6x weight, +1 DR, +21 CF, only applies to Plate armor.)

Orcish armor is made of light plate steel over cloth. (Stats as Dwarven 3 from DF1: Adventurers.)

Dwarven is an alloy created by the Dwemer. Trade is supposedly restricted but rarely enforced. (As Dwarven 1 or Dwarven 2 from DF1: Adventurers.)

Indoril armor is high-end armor favored by the Ordinators of Vivec.


Heavy

Iron is the cheapest metal used and armor.

Steel is slightly better than iron and is used for and heavy armor.

Some Nordic armor is heavier.

Imperial armor and weapons are favored by the Imperial Legion and the Imperial Cult. Superior to Steel but not as strong as Silver.

Silver armor is generally mid-grade.

Dwemer is a heavier form of Dwarven alloy. (Plate armor with the Dwarven modifier from Dungeon Fantasy 1.)

Ebony is very rare and heavy and of high quality. Highly enchantable. ( x2 weight, +4 DR, +15 CF, only applies to Plate armor.)

Daedric is expensive, highly refined, and extremely weighty Ebony armor. Seen rarely. Highly enchantable. (As Ebony with a Fortify +2 for enchantment. Not for sale.)

(Armor values taken from this thread at the SJ Games forum: http://forums.sjgames.com/show...?t=37753&page=10)


Weapons

Chitin weapons are strong but flexible and often serrated. Available as one-handed
axes, clubs, daggers, spears, and ranged weapons. -30% weight, -1 ST to wield.

Corkbulb is made from a native plant and makes for a strong, supple missile.

Some light weapons are Imperial. Base cost.

Glass. Weapons as Tempered Glass, Dungeon Fantasy 8. Non-edged (crushing and/or impaling) weapons made of glass function just like steel and only have a +5 CF for materials (edged weapons get greater CF due to difficulty in working the material).

Nordic weapons include two-handed axes and long swords. Base price.

Bonemold. Ranged only. Bows use Fine modifier.

Iron weapons are heavy and cheap. Counts as a cheap weapon when parrying a swung
weapon made of superior materials (steel, etc.) 1/2 price.

Steel weapons are higher in quality than iron. Base price.

Silver-plated steel is effective against were-creatures, the undead, and other creatures resistant to normal weapons and performs better than steel weapons. 3x listed price.

Dwarven weapons are as Fine or Very Fine weapons.

Orcish weapons include axes and hammers. Fine or Very Fine.

Ebony weapons are far heavier than Glass. (Costs 1.5x as much ST to use and weighs 2.25x as much. +4 CF. This CF is applied before any other CF modifiers and changes the base cost. After determining this cost, apply the cost for Tempered Glass (and any other modifiers, such as Fine.)

Bonus damages by starting weight (does not include bonus for Tempered Glass):
0.1-1.3 lb: +0
1.4-2.2 lb: +1
2.3-3.1 lb: +2
3.2-4.4 lb: +3
4.5-6.6 lb: +4
6.7-8.8 lb: +5
8.8-13.3 lb: +6

Daedric is Ebony with an inherent +2 Puissance. Not for sale.

Ranged

Crossbow bolts, arrows, darts, and throwing stars may be made of Corkbulb, Chitin, Iron, Steel, Silver, Bonemold, Orcish, Glass, Ebony, or Daedric material.

Corkbulb arrows and bolts are as Flight arrows.

Tools

Lockpicks are available as Apprentice's (Base), Journeyman's (Good quality, +1 to skill, $250, 0.5 lbs), and Master's (Fine quality, +2 to skill, $1,000, 2 lbs). Other, even more well-crafted lockpicks, may exist.
This message was last edited by the GM at 04:37, Mon 06 Mar 2023.
Mad Mick
GM, 51 posts
Thu 4 Aug 2022
at 18:32
  • msg #10

Character Creation, Races, Equipment, and Languages

Phrases, idioms, and terms

Dunmer

Geographical terms
ald - old
ashkyurt – an ashkhan’s yurt
bal – stone
cardruhn - ancestral tomb
isra - row (geographical)
foyada - “fire river”, or the valleys left behind by lava flows
gulakyurt – a gulakhan’s tent
molag - fire
mora - forest
mucksponge patch – a group of mucksponges
ouada - river
sadrith - mushroom
steampit – what sulfur or mud pits in the Ashlands are commonly called
tel - tower (especially a wizard tower)
tong - guild
yurt -Ashlander tent

Blessings
"Three keep you, friend." - May the Tribunal watch over you.
Ayem bless you - Almalexia bless you.

Insults and Profanity
as thick/dim as a guar - a term for someone who is stupid
bonehead – derogatory term for guards, based on the bonemold helmets Great House guards wear
b’vehk – literally “By Vivec!”
Dumac take... [you/her/them/etc.] - A refence to the ancient enemy of the Chimer, Dumac Dwarfking.
fetcher – thief, used commonly by all races in Tamriel
gold hat – derogatory term for Ordinators
Gods’ grief! – literally, “good grief”
kwama pile – bullshit
n’chow – damn
n’wah – foreigner or slave, usually used as an insult
scum – self-explanatory, often used by Ordinators
scuttlehead – dumbass
s’wit – slackwit or fool

Terms of Respect
kena – teacher, or master, often used for wizards or scholars
khan - leader, chief
f’lah – fellow, like we sometimes might use mate, man or dude
muthsera – master, to denote respectful humility or debasement. Sometimes used sarcastically
sedura – “gentleman”, a title often used for wealthy merchants or landowners
sera – sir, not dependent on gender
serjo – lord, position of great respect and leadership
sunna - blessed

Idioms
Speak none but good of the Gods.
We can have no opinions about Truth. - The Truth (i.e. the Tribunal) cannot be questioned, or "That is just the way it is."
Rumors flow from the House of Troubles. - Rumors are damaging and seldom true.
Count only the happy hours. - Focus only on the good.
No child has a sinner's heart. - Judge people by their merits, rather than heritage.
Let faith be your only law. - Do not question the Tribunal.
Fear of the fool is the beginning of wisdom.
Almsivi in every hour. - Always be faithful to the Tribunal.
Walk always in the presence of your Lords. - A reminder and a warning.
Comfort is given, justice is taken.
Gather no seed in the fields of Hell.
By Breath and Blood protect us all!
Three Hands, three Hearts, three Eyes. - a reference to the Tribunal.
Forge Darkness into Light.
Refuse neither brother nor ghost.
Blessed Almsivi, through birth, life, ghost.
If Vivec is for us, who can stand against us?
How black my heart, roasting firecly? - What evil have I done, to be feeling so bad.

Misc.
bet - beast
betmer - beastmen
By the Saints - used to express surprise or exasperation
By the skull of the Saint - similar to "by the Saints"
corkbulb – a kind of shrub with huge bulb-like roots, the roots are tough and woody, often cultivated to make arrows and other wood-like objects
corprus - skin blight
Daedra - Great Ancestor
muck – a slime made from crushed mucksponge plants, is slightly toxic if not prepared properly; of medicinal use rather than a food
outlander - anyone, even an Dunmer, not born in Morrowind. Often negative, but not always
soul sickness – madness, sometimes heresy
t’lonya – baby clothes or baby swaddling
the Three - the Tribunal.


Breton

By Sheor - a general curse

The following are Druidic words that are spoken by Bretons from the Systres Archipelago.

draigh - impolite curse
sandpiper - derogatory term for "a person from off the isles"
vailten - welcome


Orcish
beskhar-nor - "death-forge," a death ritual for Orcs of great stature
Norgim - Death
tumnors - "Death Stones," sacred rocks that mark where an Orc dies and falls
Vosh Rakh - "Blade of Courage," an Orcish religion. Also the name of the god Trinimac's legendary weapon, Penitent.


High Elvish
Aedra - "ancestors"
adma'na - poor listener
alaxon - perfection
aprax - outcast, criminal
apraxic - social outcast
apraxis - exile
barra - welcome
Daedra - "not our ancestors"
de'nt - an High Elvish insult
glan'nt - a High Elvish insult
graxifalas - disgraceful
hylkynd - broken child; refers to Altmeri children abandoned by their parents because of some perceived imperfection
kynd - child
Nagaia - death
slek - an interjection used to express negative emotions, an insult
Tamriel - Dawn's Beauty

More Altmer phrases here: https://www.eso-rp.com/forum/m...72157-altmer-phrases


Jel
Spoken by Argonians. See list of terms here: https://en.uesp.net/wiki/Lore:Jel

Metaphors and body language
The River - could refer to life, the world, or a literal or figurative path
"I erect/raise the spines of..." Done literally by Argonians. Spoken to non-Argonians. Refers to mood. "... gratitude, trade, forgiveness, welcome, apology, etc."
"I extend the claw of greeting."
clear stream - a simple or well-understood situation
"Cool rain on my scales" - something comforting or welcomed
dark waters - something negative or sinister
"dries my scales" - indicates discomfort or unhappiness
dryskin - non-Argonian
egg-brother/sister - sibling from the same clutch
moist - anything positive or beneficial
moist one - fellow Argonian
poison - refers to something negative
Pure rains make sweet rivers - an expression meaning that good actions lead to good consequences
rejoined the one - referring to someone who has died. The one may refer to the Hist.
Sithis has called him/her back to the void - the person has died
softskin - non-Argonian
sun-blessed - term of praise
sun on my scales - something that is pleasing
sunlight in the afternoon - something that is pleasing
sworn to the shell - someone who is sworn to care for Argonian eggs
The rapids grow swift - a situation has become more dire
The sun (has) abandoned my sky - All hope is lost/the situation has become dire
Thin-scaled - weak or cowardly
Thick-scaled - stubborn
This clouds the water - the situation has become more complicated/unclear
This river has jagged rocks - danger or trouble ahead
Trouble River - a metaphor for a dangerous path or series of troubles
We swim against a current that is too strong - fighting a battle that cannot be won
Weighs upon me like a second set of scales - Something that is a great burden
Your claws are sharp - You are formidable

Vows
I swear by the sap of the Hist
I swear on my mother's egg-tooth

Blessings
May friendly branches shade your path - farewell
May the Hist embrace you - well-wishing
May the rains be ever on your back - farewell
My nest is yours - expression of hospitality
Stay moist/May your scales stay most - farewell
The Hist watches us all - an observation that the speaker and audience are protected (also a warning that one's good or bad deeds are seen)

Insults and curses<u>
egg-sac - dimwit, fool
hatchling - someone with a lack of knowledge or experience
kaoc - a curse
mammal licker - derogatory term
[someone] can go count his/her scales - someone can go screw off
Waxhuthi - explective
Xuth - expletive


Ashlanders

Idioms
A gift from the Webspinner herself - expression of envy when an Ashlander sees fine clothing (the Webspinner refers to the Daedric Prince Mephala)
By Dusk and Dawn - a reference to Azura; expresses annoyance, irritation, or surprise

Blessings
May your kills be quick and many - often before a hunt or battle
Keep the ash from your eyes and your feet firmly planted
Wealth beyond measure; look for your wealth within



<u>Misc.

Ssa - Used sometimes to indicate the end of a sentence. e.g. "I'm always prepared, ssa."
Xhu - Yes, often ad the end of a sentence. "We're leaving now, xhu?"


Ta'agra
Khajiit often use Ta'agra words when speaking Tamrielic. Khajiit usually speak of themselves in the third person, using terms like "This one" rather than the first person "I" or "me."

"Khajiit" comes from the Ta'agra words "khaj," meaning sand or desert, and "-iit," meaning occupation or place of residence. "Khajiit" is often translated "desert-dweller" or "desert-walker".

See list of terms here: https://en.uesp.net/wiki/Lore:Ta%27agra
Ta'agra phrases: https://www.taagra.com/phrases.php

Idioms
Furless - non-Khajiit
Giving whisker - talking back disrespectfully
In the flick of a tail - very quickly
Jekos - "oh my goodness"
Know it like his/her own whiskers - i.e. "like the back of my hand"
Never extend your claws unless you plan to use them. - Don't make threats you can't back up.
Rajhin's Shadow - expression of surprise

Khajiit greetings and blessings
"Blessings of the moon on you."
"Bright moons light your path."
"Fortune smiles upon this meeting."
"Good hunting!"
"Jone and Jode guide you" - A reference to the two moons/deities
"May you walk on warm sands."
"May your road lead to warm sands."
"Moons smile on you."
"Our sugar is yours friend" - an expression of hospitality and welcome

Threats and Insults
Clawless coward - an insult, someone who refuses to fight face-to face
Dark moon - a curse. [e.g. "Dark moon take you!"]
[someone] didn't have the sugar to see it - someone wasn't wise enough/aware enough to perceive something
leak [someone's] sugar - spill someone's blood
milk-sop - someone weak or weak-willed
shave-skin - a non-Khajiit, often an insult
slowpaws - someone who is physically or mentally slow
This one's claws are sharp - a threat
Ziss on [whatever] - i.e. "A curse on ..." [these Imperials/Dunmer/fools/etc.]

Misc.
Short-Tail - slang for penis


Nords

Idioms
Cut off the head and the ice wraith dies - eliminating the source of the problems solves the whole problem
Tough as a horker! - strong, resilient (generally positive, but see below)
Tough as trail bread - someone who is strong

Blessings
May Kyne always guide your steps - farewell (Kyne is believed to be the mother of the Nords and is analogous to the Divine Kynareth)
May Shor always keep your soul - farewell (Shor is the Nordic form of the god Lorkhan, who created the moral realm and is the husband of Kyne)

Insults
horker - an insult (refers to a seal-like creature)
May Kyne take you/them/it - a curse
milk-drinker - an insult; someone weak, preferring milk to mead
not the swiftest boat in the river - someone who isn't smart
skeever/skeeving - someone scummy, a "rat"
snowback - insult, particularly towards Altmer and Orcs

Oaths
Herma-Mora's wagging tongue - expression of surprise or exasperation (Herma-Mora, i.e. the Daedric Prince Hermaeus Mora, is an ancient enemy of many Nords)
Shor's bones - an oath, an expression of surprise or exasperation
Troll's Blood! - expresses surprise or exasperation


Bosmer

Idioms
Another arrow in your quiver - one more thing that benefits you
Bark on your hide - to be tough, resilient
By Y'ffre's hairy feet! - expression of surprise
Dry old leaf - a stodgy older person
The Green knows... - similar to "Lord knows..."
Thank the Green - "Thank goodness"
Z'en's bounty - an unexpected reward/good result

Blessings
May the Green guide your steps
The forest keep and protect you on your path
The Green bless/keep you

Curses
Curse your bones - similar usage to "damn you" (not necessarily negative. e.g. "Curse your bones, you're right!")
The Green take you


Orsimer

Battle cries
"Blood! Honor!
Steel and bone!
Gore! Glory!
Mauloch's Throne!" - Orsimer war chant (Mauloch refers to the Daedric Prince Malacath, worshipped by the Orsimer. One of the gods the Nords guard against.)
"No one bests an Orc!"

Idioms
A chief who does not listen to his wives is not chief for long.
An experienced warrior in the finest armor still trips over his leg-guards.
An Orc who complains about his chief, but does not challenge him, is still complaining a year later.
Steel and stone - Orcish motto
The battle is won in the stomach first.
The Orc who shirks his duty and the Orc who becomes bitter doing it drink the same poison.
The past is a wolf. The clever hunter keeps his eye fixed on it, while the foolish hunter looks away and is devoured.
What Orc strength alone cannot achieve, Orc steel can.

Blessings
May your kills be swift - a well-wishing
Walk with Mauloch - blessing or farewell

Oaths and curses
By Mauloch/Malacath - used to describe surprise or exasperation
First Forge! - expression of surprise or relief
Malacath's Orichalcum Spear! - expression of surprise
Mauloch's balls - a curse

Insults
elf-lover - racial slur for Bretons
toothless runt - puny non-Orc

Misc.
You runt - endearing, playful nickname


Redguards

Idiom
A man is only as great as the beard that wears him. (A full beard represents wisdom and honor.)

Oaths
By Satakal - expression of surprise (Satakal the Worldskin, the Serpeng God, the World-snake, is the Yokudan god of everything)
Morwha's bosom - an expression of surprise (Yokudan fertility goddess, parallel to Mara)
Onsi's bones - an expression of surprise, agitation, or anger (Yokudan warrior god)
Ruptga's Blade - expression of surprise or agitation (Tall Papa, the chief god of the Yokudans)
Zeht's Tears - expression of surprise, sadness, or unfortunate situations (Yokudan god of agriculture; an aspect of the Divine Zenithar)

General
By the Divines/Nine! - Not used by Orcs, Dunmer, or Argonians
Mad as a Bosmer
Mad Mick
GM, 66 posts
Tue 16 Aug 2022
at 04:04
  • msg #11

Character Creation, Races, Equipment, and Languages

Calendar

Each month is associated with a particular birthsign.

Name of MonthBirthsign
Morning StarThe Ritual
Sun's DawnThe Lover
First SeedThe Lord
Rain's HandThe Mage
Second SeedThe Shadow
MidyearThe Steed
Sun's HeightThe Apprentice
Last SeedThe Warrior
HearthfireThe Lady
FrostfallThe Tower
Sun's DuskThe Atronach
Evening StarThe Thief

The Serpent constellation wanders the sky and is associated with no month.

Days of the Week

Tamrielic
Sundas
Morndas
Tirdas
Middas
Turdas
Fredas
Loredas

Mad Mick
GM, 67 posts
Tue 16 Aug 2022
at 04:42
  • msg #12

Character Creation, Races, Equipment, and Languages

Currency

The currency of the Tamrielic Empire is the Septim. These coins are also called Drakes, or, commonly, gold. One Septim = $1.



Other coinage include artifacts from the long-vanished Dwemer and Falmer civilizations. Dwemer artifacts in particular are considered contraband, but less scrupulous merchants and collectors are more than willing to acquire them.

Other forms of money



Moon sugar is used as a currency among the criminal class. 1 lb is roughly equal to $500.



Gems are prized both for their value and for their alchemical qualities.

Banks

The Bank of the Empire has several locations throughout Vvardenfell, with branches in Vivec, Balmora, Gnisis, Vos, and Sadrith Mora. Gold and other valuables may be deposited and withdrawn. In addition, the Bank offers letters of exquecher which can be exchanged for gold at any bank.
This message was last edited by the GM at 20:48, Fri 02 Dec 2022.
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