tes - THE SKY FORGE2024-03-28T18:30:40Zhttps://TheSkyForge.ning.com/groups/roleplaying/forum/feed/tag/tesThe Dragon's Dozen: Campaign Overviewhttps://TheSkyForge.ning.com/groups/roleplaying/forum/the-dragon-s-dozen-campaign-overview2020-07-01T02:10:11.000Z2020-07-01T02:10:11.000ZKendrix Trixiehttps://TheSkyForge.ning.com/members/KendrixTrixie<div><p style="text-align:center;"><em><span style="font-weight:400;">Skyrim, 4e225</span></em></p><p style="text-align:center;"><em><span style="font-weight:400;">Decades after the Dragon Crisis- after Miraak’s Cult was vanquished, after the Civil War was ended, after the Eye of Magnus shut and the Dovahkiin himself fell to an unknown assassin’s dagger- Skyrim exists in a facade of peace. Talos is once more a worthy Divine, Nords are their own kings, and the Thalmor Elves are losing their grip on Tamriel’s mainland. Below the surface however, things are much worse than they appear.</span></em></p><p style="text-align:center;"><em><span style="font-weight:400;">Someone is desperately searching for the ancient Dragon Priest masks, but their motives are just as skewed as their identity. The Order of the Lamp has made it their priority to collect the artifacts first, learn their purpose and ties to the ancient ruin of Labyrinthian, and safely seal them away for good. Finding a dozen masks hidden across Tamriel is no easy feat, however; The Order needs all the help they can get. They’ve sent a call across the province for any willing and able adventurer, warrior, or treasure hunter to meet them in the crumbling city, and their pleas have not been ignored.</span></em></p><p style="text-align:center;"><span style="font-size:18pt;"><span style="text-decoration:underline;">Welcome to “The Dragon’s Dozen”</span></span></p><p style="text-align:center;"> <a href="https://i.imgur.com/6JHRndi.jpg" target="_blank"><img class="align-center" src="{{#staticFileLink}}8017278097,RESIZE_710x{{/staticFileLink}}" alt="8017278097?profile=RESIZE_710x" width="710" /></a></p><p style="text-align:center;"><span style="font-size:10pt;">(Art Commission by the amazing Pangaladin: <a href="https://twitter.com/pangaladin?s=20" target="_blank">Twitter here!</a>)</span></p><p style="text-align:center;"><span style="font-weight:400;">~ ~ ~ ~ ~</span></p><p style="text-align:center;"><span style="font-weight:400;">With a number of our community members interested in following “The Dragon’s Dozen” campaign on our R&R Discord server, we’ve decided to make a blog to keep everyone up to date on new characters and plot updates as they develop! There are a lot of replies to sort through in any given channel, so for those that miss a few days- or just want to passively follow the storyline- this blog will give you the opportunity to catch up. Of course, summaries are rarely as great as the actual story; feel free to join our server <a href="https://discord.gg/7Jj8s8t" target="_blank">here</a> to read along or join in the campaign yourself!</span></p><p style="text-align:center;"><span style="font-weight:400;">If you have any questions about our campaign, want to know more about our characters, or would like to give us your theories or opinions, feel free to comment below!</span></p><p style="text-align:center;"><span style="font-weight:400;">Hope to see you around Lamp Camp!</span></p><p style="text-align:center;"><span style="font-weight:400;">~ ~ ~ GMs Ponty and Kendrix ~ ~ ~</span></p><p><span style="text-decoration:underline;font-size:14pt;"><span style="font-weight:400;">History:</span></span></p><p><em><span style="font-weight:400;">(People, places, and factions have been taken from Ponty’s “The Lamp Descendant” and Kendrix’s “Daughter of Dominion”.)</span></em></p><p><span style="font-weight:400;">In an unlikely turn of events, the leader of the Order of the Lamp, Blaise Lamont, and a traveling mercenary, Zenoya, find themselves teaming up to solve the murder of a group of scholars in Hjaalmarch. Their searches lead them to a dangerous bandit camp, a shifty broker, and an incredibly powerful warlock. With nothing more to go on than a set of books and a sneaking suspicion there may be more answers in Markarth, Zenoya begins her search for answers in the City of Stone while Blaise uses his extensive network of contacts abroad.</span></p><p><span style="font-weight:400;">The Lamp Knight’s sources point him in the direction of orcish battlemages living in north-west High Rock. Before he is able to act on his discovery, however, his Elven companion returns to the Hall to reveal to him a critical piece of the puzzle: a Dragon Priest Mask. Convinced they are onto a much bigger plot than either of them could imagine, they enlist the help of a cocky, arrogant scholar, Favnir Silver-Tongue. The Nord suggests he might have the answers, but his research will take time and require all the masks to complete. Upon Blaise’s request, the Order of the Lamp and their honorary new ally focus their attention on the ancient ruins of Labyrinthian. They’ve reached out to the entire province, asking for anyone looking for fame and fortune to join them there in search of the Dragon’s Dozen.</span></p><p> </p><p><span style="text-decoration:underline;font-size:14pt;"><span style="font-weight:400;">Maps:</span></span></p><p style="text-align:center;"><em><span style="font-weight:400;"><a href="https://lh4.googleusercontent.com/n_LPjMxFJBu8TDHmh84ZOYLotbi9GnzFkkya0eeJabk0XeczTzX_zr0U2Gj_gKDoYpocL4MSc3PE4Mh-_b5yht52m4P-X6tBqwnkgk0bY3QgikDOHvNhCPg_6osW-6zyOdW1xW77" target="_blank"><img class="align-center" src="https://lh4.googleusercontent.com/n_LPjMxFJBu8TDHmh84ZOYLotbi9GnzFkkya0eeJabk0XeczTzX_zr0U2Gj_gKDoYpocL4MSc3PE4Mh-_b5yht52m4P-X6tBqwnkgk0bY3QgikDOHvNhCPg_6osW-6zyOdW1xW77" alt="n_LPjMxFJBu8TDHmh84ZOYLotbi9GnzFkkya0eeJabk0XeczTzX_zr0U2Gj_gKDoYpocL4MSc3PE4Mh-_b5yht52m4P-X6tBqwnkgk0bY3QgikDOHvNhCPg_6osW-6zyOdW1xW77" /></a></span></em></p><p style="text-align:center;"><em><span style="font-weight:400;">(A Map of “Lamp Camp”)</span></em></p><p><strong>(A) Hjaalmarch Approach:</strong><span style="font-weight:400;"> The northern approach from Hjaalmarch into Labyrinthian has been repaired and fortified, and the walls patrolled by warriors from the Morthal garrison. Thanks to the steep climb, most supplies are coming into the camp from the Whiterun approach (H).</span></p><p><strong>(B) Adventurer's Encampment:</strong><span style="font-weight:400;"> The small stone huts left behind by the ancient Nords mingle here with campfires, tents and other shelters of all shapes and sizes, housing the adventurers from across Skyrim and beyond who have answered the call of the Lamp Knights. </span></p><p><strong>(C) Makeshift Shrine:</strong><span style="font-weight:400;"> This largely-intact structure provides a quiet and separated spot for prayer and meditation. Several of the camp's residents have set up shrines to the Divines here.</span></p><p><strong>(D) Craftsman's Workshops:</strong><span style="font-weight:400;"> Craftsmen hired for construction & repair works along with those who have arrived to take advantage of the concentration of adventurers in the camp have set up their workshops on the terraces at the eastern end of the ruined city.</span></p><p><strong>(E) Order Enclave:</strong><span style="font-weight:400;"> A half-dozen pavilion tents erected on the terraces leading up to the infamous Labyrinthian entrance mark the enclave of the Order of the Lamp, where the Lamp Knights are residing, managing the camp and making their plans.</span></p><p><strong>(F) The Sanctuary:</strong><span style="font-weight:400;"> Rumoured to be a sacred meeting place of the ancient Dragon Priests, it is here that the scholars working with the Order have set up their laboratory. Guarded by all times by the Lamp Knights, none bar their own and the scholars are permitted entry.</span></p><p><strong>(G) Merchant's Run:</strong><span style="font-weight:400;"> The series of ancient huts, towers and platforms here have provided the ideal place for the merchants, hunters and cooks supplying the camp to set up shop. A pair of Bandaari traders have set up shop at the northern end, supplying not only magical goods but tavern fare from across Skyrim.</span></p><p><strong>(H) Whiterun Approach:</strong><span style="font-weight:400;"> The road south leads into Whiterun hold, where wagons laden with fresh food any other supplies are a common sight.</span></p><p><a href="{{#staticFileLink}}8017308468,RESIZE_584x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8017308468,RESIZE_584x{{/staticFileLink}}" alt="8017308468?profile=RESIZE_584x" width="492" /></a></p><p style="text-align:center;"><em>(A map of Blacklight and the surround region)</em> </p><p>The Velothis region, in north-eastern Morrowind, is bordered to the west by the Velothis mountains and Skyrim and the Inner Sea to the east. Blacklight, capital of Morrowind, is situated on a peninsula in the north-western corner. Dominated by the Rootspire, the seat of the Grand Council, the rest of the city is divided into 4 districts.</p><p><strong>The Foreign Quarter: </strong>In the west is the Foreign Quarter, once the only district of the city open to outlanders from the other provinces. On top of accommodation, traders peddling exotic wares and other services catering to travelers and visitors to the city, the Foreign Quarter houses most of the city's non-Dunmer population.</p><p><strong>The Workshop Quarter: </strong>The north is the Workshop Quarter, where many of Blacklight's craftspeople live and work, including Grendis Rolovo. A sizeable dock in this district hosts import and export vessels, coming to the city via the Sea of Ghosts.</p><p><strong>The Manor Quarter: </strong>In the city's south is the opulent Manor district, where many of the councilors of Morrowind's Great Houses live - mainly those from House Redoran and House Sadras. The Temple of the Reclamations in this district is open to the public, espousing worship of the True Tribunal of Azura, Boethiah and Mephala.</p><p><strong>The Common Quarter: </strong>The easternmost district of Blacklight is simply known as the Common Quarter. Dense apartments and cornerclubs sprawl across this district of the city, home to the masses that live in Morrowind's capital.</p><p><strong>Cormar View: </strong>Outside the city to the west is Cormar View, guarding the pass through the mountains into Skyrim. A small village here helps to support an old Imperial fortress, now garrisoned by the Redoran Guard, as Blacklight's first line of defense against invaders.</p><p><strong>Reich Parkeep: </strong>To the south lies Reich Parkeep, a hub of farms and plantations that sprawl across the surrounding wetlands. A common destination for merchants and caravaneers, purchasing stock to transport to the capital.</p><p><span style="text-decoration:underline;font-size:14pt;"><span style="font-weight:400;">Non-Player Characters:</span></span></p><p> The following is a list of Non-Player Characters that have thus far made an appearance in Dragon's Dozen. Some exist in the Elder Scrolls lore and some are homebrew, but all have been adapted to fit into the campaign. All NPCs are controlled by GMs unless otherwise specified. There are two types of NPCs: Lamp Camp NPCs (familiar faces around Labyrinthian) and Quest Specific NPCs (those that have made an appearance during one of the missions).</p><p><em>***A series of short stories entitled "Tales of Lamp Camp" will be posted throughout the campaign that revolve around specific NPCs. You can find a link to these stories <a href="https://theskyforge.ning.com/groups/the-story-corner/general-forum/tales-of-lamp-camp-table-of-contents" target="_blank">here</a>. Be sure to leave a like and tell us your thoughts!***</em></p><p><span style="text-decoration:underline;font-size:14pt;"><span style="font-size:12pt;">Lamp Camp NPCs:</span></span></p><p><strong>Blaise Lamont:</strong><span style="font-weight:400;"> A Breton in his early thirties, Blaise Lamont is the current Steward of the Order of the Lamp. Well-groomed, wearing practical but refined attire and an intricate silver sword, Blaise projects an aura of calm confidence.</span></p><p><strong>Zenoya:</strong><span style="font-weight:400;"> Altmer mercenary Zenoya is a fierce spell-word whose allegiance lies strongly with the Order of the Lamp. Wearing old Aldmeri golds as armor, her thick Nordic accent and “hit first, ask questions later” attitude seem like a sharp contradiction to what is seen on the surface. Regardless of others perceptions of her, Zenoya is willing to go to the ends of Nirn to keep her allies safe and go even further for those she calls her friends.</span></p><p><span style="font-weight:400;"><strong>Favnir Silver-Tongue:</strong> A brilliant scholar and even deadlier mage, Favnir Silver-Tongue is the foremost expert on dragons and their ancient Dragon Cult. In tune with his cocky, show-off nature, his garb consists of fine college robes inlaid with intricate Ebony stitchwork and buffed by light ebony mail. While he is often mistaken as arrogant for his off-hand remarks, the young Nord is arguably one of the most brilliant minds in Skyrim and is willing to fight to the death to prove it.</span></p><p><span style="font-weight:400;"><strong>Sofie Lamont:</strong> Blaise's adopted sister, Sofie is another orphan of the civil war hailing from Windhelm. Now she is one of the Order's foremost Lamp Knights, meeting her foes with spells and a mighty two-handed sword. Despite training and leading some of the Order's new initiates, she has a reputation for being stubborn and hotheaded; an attitude which has earned her more than a few scars.</span></p><p><strong>Teldryn Sero:</strong><span style="font-weight:400;"> Former mercenary and self-proclaimed "greatest swordsman in all Morrowind", Teldryn Sero has been working with the Order of the Lamp for almost thirty years. Now in his third century, this chitin-clad Dunmer's blade has begun to slow, but his wits and spells are as sharp as ever.</span></p><p><span style="font-weight:400;"><strong>Cylena:</strong> A young Bosmer and initiate of the Order of the Lamp, Cylena left her home of Valenwood to study magic away from the judgements of her "betters" in the Aldmeri Dominion. Recruited by the Order after a brief time as an Apprentice in the College of Winterhold, her keen eye for both arrows and the arcane make her a good candidate to become a Lamp Knight. Clad in fine leathers and a heavy scarf, she is a common sight around Lamp Camp, standing guard and running errands for the Steward.</span></p><p> <strong>Dulmoth: </strong>Another one of the Lamp Knights' new initiates, Dulmoth found the Order after being cast out from his clan for using magic during a duel. Despite this Orc's unquestionable combat prowess with his one-handed warhammer, he is still learning to properly command the potential of his magical abilities, as evident from a litany of scars from various mishaps. While not on active duty, this mail-clad warrior is never far from Lamp Camp's tavern.</p><p><strong>Laurri'jo:</strong> Standing nearly 8 foot tall, Laurri’jo is a massive Pahmar-Raht with an even larger collection of magical artifacts, potions, ingredients, and enchanting stock. His simple arrangement of thick leather bracers and footwraps; colorful, layered merchant wear; and pastel, senche-tiger fur would almost give him a jolly appearance- if not for the heavy greatsword strapped to his back.</p><p><strong>Ra'mano:</strong> In sharp contrast to his companion Laurri'jo, Alfiq Ra’mano is no larger than a housecat, though his burgundy-dyed fur and expensive collection of jewelry sets him far above the ordinary pet. Cunning and quiet, the cat has a knack for seeing things that weren’t meant to be seen and hearing things that weren’t meant to be heard. Typically, he is never far from his partner’s side- seeking to keep harm from him and his profits by magic or misdirection.</p><p><strong>Mjallar Steel-Singer:</strong> A journeyman Nord smith who studied under masters in Whiterun, Mjallar has been commissioned by the Order of the Lamp to lend their services to the adventurers assisting them in their mission. Most accustomed to working more common materials like steel and leather, Mjallar always does his best to be a friendly face and fulfill whatever strange requests the adventurers throw at him.</p><p><span style="text-decoration:underline;font-size:12pt;">Quest Specific NPCs:</span></p><p><span style="font-size:12pt;"><em><span style="text-decoration:underline;">Volsung Quest:</span></em></span></p><p><strong>Volsung:</strong> A widely feared warlord commanding the bandits of Volskygge, Volsung has taken the name and mask of the Dragon Priest who once ruled the former temple. Embodying the name of the mask - translating as Horror - Volsung's bandits have been marauding around Hjaalmarch and the Reach for years. Little is known about Volsung themselves, besides that none have come to blows with him and lived to tell the tale.</p><p><strong>Ralof:</strong> A grizzled veteran of the civil war and former Stormcloak officer, Ralof now leads a band of mercenaries known as the Roughnecks. A small army in their own right, many of the Roughnecks are former Stormcloaks themselves. Ralof and the Roughnecks are held in high regard by the Jarls of Skyrim, where they are often employed to root out infestations of bandits, monsters and even dragons when the forces of the city guard have failed.</p><p><span style="font-size:12pt;"><em><span style="text-decoration:underline;">Hevnoraak Quest:</span></em></span></p><p><strong>Erik the Slayer:</strong> It's rare to find someone in Skyrim who hasn't heard tales of Erik the Slayer, renowned Nord adventurer and dragonslayer. A regular sight in inns and taverns across the province, especially in the western holds, this mighty warrior may be reaching into his middle years, but his legend only continues to grow.</p><p><span style="font-size:12pt;"><em><span style="text-decoration:underline;">Zahkriisos Quest:</span></em></span></p><p><strong>Grendis Rovolo:</strong> An armoursmith renowned across Tamriel, Grendis lives and works with his wife, Dralia and son, Saras, in Blacklight. Generally friendly and outgoing, this middle-aged Dunmer is proud of his craft above all else.</p><p><strong>Councilor Morvayn:</strong> Old even by Dunmer standards, Councilor Lleril Morvayn of House Redoran governs the Velothis region in north-western Morrowind, including the city of Blacklight. While popular among his people, he has little patience for the games of the Great Houses.</p><p><strong>Tavala:</strong> Like any good thief, Tavala has a suave and sassy personality to match her rougish good looks. An information broker and member of the Bal Molagmer, an organization of supposedly righteous thieves based in Morrowind, she wears a dark suit of netch leather and a heavy glove on her left hand.</p><p><strong>Emmissary Udelil Larethius:</strong> An emissary of the Thalmor, Udelil travels all across Tamriel forging and maintaining alliances by whatever means necessary. Like many of his kin, he and his entourage maintain the haughty and superior posture that befits his ancestry and position.</p><p><strong>Galo Saras:</strong> Galo of House Sadras is a wealthy young nobleman, looking to make a name for himself in the Grand Council. Clad in the finest Dunmer fashions, he regularly hosts guests from in and out of the province at his opulent estate in Blacklight's Manor District.</p><p><span style="text-decoration:underline;font-size:14pt;"><span style="font-weight:400;">Player Characters:</span></span></p><p>The following is a list of Player Characters that have made an appearance in Dragon's Dozen. Each character is owned and controlled by their respective creators. There are two types of Player Characters: Active Players (those currently involved in questing) and Inactive Players (those who have retired from the campaign).</p><p><span style="text-decoration:underline;font-size:12pt;">Active Players:</span></p><p><strong>Aurelius Everlund (Erinoth):</strong><span style="font-weight:400;"> Quiet and respected Aurelius Everlund is always busy, either with odd jobs for those who can pay his fees or in scholarly pursuits and ventures. Easily mistaken as a gentle giant, the heavy-armor clad Imperial naturally falls into leadership roles, but when things go south, he’s often the first to take the blame.</span></p><p><span style="font-weight:400;"><a href="https://lh4.googleusercontent.com/btB6m356waarNXqzoBS3EeagVB1Zh_XPhw8DIyNn38vo1UKJFy3P2Km8AX9XQRvQErgEaXCmIObS9gICL4FgpG9a74MhDTy4cDf3P2KHuq8y-VpCc4IfGHRA7adYzysxWTVweZ0P" target="_blank"><img class="align-center" src="https://lh4.googleusercontent.com/btB6m356waarNXqzoBS3EeagVB1Zh_XPhw8DIyNn38vo1UKJFy3P2Km8AX9XQRvQErgEaXCmIObS9gICL4FgpG9a74MhDTy4cDf3P2KHuq8y-VpCc4IfGHRA7adYzysxWTVweZ0P?profile=RESIZE_400x" alt="btB6m356waarNXqzoBS3EeagVB1Zh_XPhw8DIyNn38vo1UKJFy3P2Km8AX9XQRvQErgEaXCmIObS9gICL4FgpG9a74MhDTy4cDf3P2KHuq8y-VpCc4IfGHRA7adYzysxWTVweZ0P?profile=RESIZE_400x" width="389" height="389" /></a></span></p><p> </p><p><strong>Hallbu Dragonstar (Henson):</strong><span style="font-weight:400;"> Skilled with spell and sword, Maran Knight Hallbu uses his gifts to fight evil wherever it shows its head in hopes of bringing balance across all of Tamriel. The middle-aged Redguard viciously safeguards life and is willing to go beyond rules, laws, or customs to preserve it, should the need arise.</span></p><p><span style="font-weight:400;"><a href="https://lh6.googleusercontent.com/fE7cjqMO1KsTAPIr-vubNK7f2Cq1Zd8Fgjx0mYK527PoJUvklIrwhmCnb141R-XLxm682c5Bg4ESW8K9x7uvl-qEinn0zRl2hSyHoPotaH0rsS8hu_Ae05sCyOpu7TJtQKzJhygk" target="_blank"><img class="align-center" src="https://lh6.googleusercontent.com/fE7cjqMO1KsTAPIr-vubNK7f2Cq1Zd8Fgjx0mYK527PoJUvklIrwhmCnb141R-XLxm682c5Bg4ESW8K9x7uvl-qEinn0zRl2hSyHoPotaH0rsS8hu_Ae05sCyOpu7TJtQKzJhygk?profile=RESIZE_400x" alt="fE7cjqMO1KsTAPIr-vubNK7f2Cq1Zd8Fgjx0mYK527PoJUvklIrwhmCnb141R-XLxm682c5Bg4ESW8K9x7uvl-qEinn0zRl2hSyHoPotaH0rsS8hu_Ae05sCyOpu7TJtQKzJhygk?profile=RESIZE_400x" width="433" height="245" /></a></span></p><p> </p><p><strong>Lyra (Chiara):</strong><span style="font-weight:400;"> Dubbed “The Thieves’ Guild’s Youngest Doyan”, Bosmer Lyra created quite a name for herself in her younger years, but her knack for infiltration and investigation have made her quite sought after well into her 60s. Usually spending her time cycling between the Thieves’ Guild and the Mages College, she is always on the lookout for anything of value- be in treasure or intelligence.</span></p><p><span style="font-weight:400;"><a href="https://lh6.googleusercontent.com/HR_aLpHHIRjwoTkOddZGiw1fheKaOufVpOzXg3XOX58G6ZnQOECn1X9KNUOz92uV5IzReUP3oo8_mgZzn1C2fU_urIOBdQcwcaxf6gaJ8Gdnc3uX_oh0gx5BcpaX7zGXq2uuI_lU" target="_blank"><img class="align-center" src="https://lh6.googleusercontent.com/HR_aLpHHIRjwoTkOddZGiw1fheKaOufVpOzXg3XOX58G6ZnQOECn1X9KNUOz92uV5IzReUP3oo8_mgZzn1C2fU_urIOBdQcwcaxf6gaJ8Gdnc3uX_oh0gx5BcpaX7zGXq2uuI_lU?profile=RESIZE_400x" alt="HR_aLpHHIRjwoTkOddZGiw1fheKaOufVpOzXg3XOX58G6ZnQOECn1X9KNUOz92uV5IzReUP3oo8_mgZzn1C2fU_urIOBdQcwcaxf6gaJ8Gdnc3uX_oh0gx5BcpaX7zGXq2uuI_lU?profile=RESIZE_400x" width="230" /></a></span></p><p> </p><p><strong>Liulfnir Storm-Blade</strong><span style="font-weight:400;"> (Hero of Kvackers): A pale Nord with a dark appearance, Luilfnir is a silver-tongued mercenary with a history of taking some questionable jobs. Riddled with scars and donning an im</span><span style="font-weight:400;">pressive collection of armor and arms, he looks- and more often than not, acts- the part of a tough warrior, but he has the best intentions for those that he allows close to him.</span></p><p><a href="{{#staticFileLink}}8017545888,RESIZE_1200x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8017545888,RESIZE_710x{{/staticFileLink}}" width="266" height="373" alt="8017545888?profile=RESIZE_710x" /></a></p><p><strong>Avenach the Red Wolf (Gorlack):</strong><span style="font-weight:400;"> Quiet and resourceful Avenach is a young Nord hunter and wanderer who relies on simply on a bow, a quiver of arrows, and his own fists to make his way in the world. Initially standoffish, he typically has the good of others in mind, willing to heal those who are injured and share a meal with those who are hungry.</span></p><p><span style="font-weight:400;"><a href="https://lh5.googleusercontent.com/iAUMzpfF8Two2OrtyB6lBY3k3LTyx5MKNhnXd0KIFlYX9b4jkrQMg3MIN4CG9aaI2Q4boE5uOC1ZXzsQe9FIGZn1pZwLnL33bgqDmmRTMbfWMU0BHO7-bpIvgK_4CRnj4KB2HMdL" target="_blank"><img class="align-center" src="https://lh5.googleusercontent.com/iAUMzpfF8Two2OrtyB6lBY3k3LTyx5MKNhnXd0KIFlYX9b4jkrQMg3MIN4CG9aaI2Q4boE5uOC1ZXzsQe9FIGZn1pZwLnL33bgqDmmRTMbfWMU0BHO7-bpIvgK_4CRnj4KB2HMdL?profile=RESIZE_400x" alt="iAUMzpfF8Two2OrtyB6lBY3k3LTyx5MKNhnXd0KIFlYX9b4jkrQMg3MIN4CG9aaI2Q4boE5uOC1ZXzsQe9FIGZn1pZwLnL33bgqDmmRTMbfWMU0BHO7-bpIvgK_4CRnj4KB2HMdL?profile=RESIZE_400x" width="228" height="425" /></a></span></p><p><strong>Ambarro (Mistflower Swan): </strong>The mischievous and boastful Ambarro hides his Po Tun heritage behind the guise of a simple Khajiit. Using a mix of martial weaponry learned from his village, this Shinobi seeks to discover the motives of any potential threat and cause mischief wherever he can in the name of what he believes is good.</p><p style="text-align:center;">(Image Not Available Yet)</p><p style="text-align:left;"><strong>Coins-He-Craves (Diablo Saint):</strong> <span style="font-weight:400;">Wise-cracking, trophy-taking and sharp-shooting, Argonian mercenary Coin-He-Craves lives true to the essence of his profession. A dabbler in the alchemical arts, he has gained a reputation as something of an artificer of late.</span></p><p style="text-align:center;"><a href="{{#staticFileLink}}8017557080,RESIZE_710x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8017557080,RESIZE_710x{{/staticFileLink}}" width="235" height="339" alt="8017557080?profile=RESIZE_710x" /></a></p><p style="text-align:left;"><strong>Jan Cero (Miraak):</strong> <span style="font-weight:400;">This enigmatic Imperial Battlemage, formerly in the employ of the Shadow Legion and College of Winterhold, fights with mighty steel and mysterious sorcery in equal measure. His direct but nonetheless effective approaches to many problems are often mistaken as bullheadedness or glory-seeking.</span></p><p style="text-align:left;"><span style="font-weight:400;"><a href="{{#staticFileLink}}8017404897,RESIZE_400x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8017404897,RESIZE_400x{{/staticFileLink}}" alt="8017404897?profile=RESIZE_400x" width="182" height="319" /></a><strong>The Blackened Rose (Lazy):</strong> </span><span style="font-weight:400;">Vampire and Nord of the Skaal, the fanciful Black Rose wields the powers of Oblivion as his weapons. While quiet about his past, Rose has found trusting allies among both the other adventurers and close colleagues from the Daedric realms.</span></p><p style="text-align:center;"><span style="font-weight:400;"><a href="{{#staticFileLink}}8017406466,RESIZE_930x{{/staticFileLink}}"><img src="{{#staticFileLink}}8017406466,RESIZE_400x{{/staticFileLink}}" alt="8017406466?profile=RESIZE_400x" width="228" /></a></span></p><p style="text-align:left;"><span style="font-weight:400;"><strong>Ceryse Vinicius (Furrion):</strong> </span><span style="font-weight:400;">The self-styled Lady Vinicius, ancient vampire of the Cyrodiil Vampyrum Order, is a powerful mage dealing in both conventional and forbidden magics. Her pact with Daedric Lords Molag Bal and Clavicus Vile grants her access to unimaginable power, but at great cost...</span></p><p style="text-align:left;"><span style="font-weight:400;"><a href="{{#staticFileLink}}8017407475,RESIZE_584x{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8017407475,RESIZE_584x{{/staticFileLink}}" alt="8017407475?profile=RESIZE_584x" width="302" height="302" /></a></span></p><p style="text-align:left;"><span style="font-weight:400;"><strong>Maple Kyrielight (Chris/Knightblade):</strong> Enthusiastic and eager to take a few hits for her friends, the Bosmer shieldbearer can be found in the midst of battle or at a seat in the local tavern.</span></p><p style="text-align:left;"><span style="font-weight:400;"><a href="{{#staticFileLink}}8017410464,original{{/staticFileLink}}"><img class="align-center" src="{{#staticFileLink}}8017410464,RESIZE_710x{{/staticFileLink}}" alt="8017410464?profile=RESIZE_710x" width="353" height="308" /></a></span></p><p style="text-align:left;"><strong>Nakira Zax'el (Rogue):</strong> <span style="font-weight:400;">An Argonian alchemist born into a life of slavery, her biting words are matched only by her claws and spells.</span></p><p style="text-align:center;"><a href="{{#staticFileLink}}8017404084,RESIZE_584x{{/staticFileLink}}"><img src="{{#staticFileLink}}8017404084,RESIZE_584x{{/staticFileLink}}" alt="8017404084?profile=RESIZE_584x" width="500" /></a></p><p><span style="text-decoration:underline;font-size:12pt;">Inactive Players:</span></p><p><strong>Lord Saxton, the Flayed One (Lazy):</strong><span style="font-weight:400;"> Veteran and Victim of the Imperial Legion, Saxton is a man of few words and violent actions. Failed attempts at healing a horrible skin disease have left him marred and bleeding constantly, but he’s battle prowess and intimidating stature are testament enough that the Breton is not to be trifled with. </span></p><p><strong>Drel, Priest of Arkay (Telby):</strong><span style="font-weight:400;"> In an odd turn of events, Dunmer Vampire Drel finds himself as a Priest of Arkay- but much more out of necessity than religious convictions. With blood from the recently deceased, corpses ready for necromantic practices, and weak-minded priests that are easy to sway, he feels right at home in the catacombs of the Halls of the Dead. In his isolation however, the lonely elf has been left feeling unfulfilled, and he desires more.</span></p><p><strong>Arivena Korzras (Rogue):</strong><span style="font-weight:400;"> One of the last remaining Snow Elves, “Sethana” tries to blend into society by claiming a Dunmeri heritage and namesake. Young, naive, but talented with both magic and might, the woman searches for new friends and adventures beyond the Sanctuary of the Hidden Vale.</span></p><p><strong>Eryn Eldenwood (Ya Boi Ray):</strong> Eryn, a wandering, blind Bosmer, had always been told she was to play a part in an important “story”, though she knew she would never find out the ending until she ventured into the unknown. Despite her disability, she sees and hears far more than the average mer, drawing her sight from magic and the forests themselves.</p><p><span style="font-weight:400;"><strong>Ein Stone-Fist (Ein):</strong> A “True Son of Skyrim”, Ein is an impressive warrior skilled in both hand to hand combat and warfare. Having grown up in the shadow of his “Uncle Ulfric”, the Nord seeks to preserve his country’s legacy so that their sacrifices will not be in vain. His convictions are strong but his drive to protect his comrades and allies is far stronger.</span></p><p><span style="text-decoration:underline;font-size:14pt;"><span style="font-weight:400;">The Story Thus Far:</span></span></p><p><span style="font-weight:400;">The following section will be updated with the overviews of quests and campaign plot points. To make sure you're up to date on all the newest information, be sure to follow this blog! Otherwise, head over to our Discord for the full story!</span></p><p><span style="text-decoration:underline;font-size:12pt;">Act 1:</span></p><p><span style="font-size:12pt;"><em><span style="text-decoration:underline;">Introductions to Lamp Camp:</span></em></span></p><p>The ruins of Labyrinthian now alive will ready and willing volunteers, Steward Blaise Lamont welcomes the adventurers and mercenaries to Lamp Camp and informs them of their goals. He invites the eager parties to meet with him in the Order's Enclave to discussion mission opportunities.</p><p><span style="font-size:12pt;"><em><span style="text-decoration:underline;">The Hevnoraak Quest:</span></em></span></p><p><span style="font-weight:400;">Ambarro, Liulfnir, Sethana, Avenach set out in search of Erik the Slayer, a famed adventurer who had recently come into possession of the mask Hevnoraak. Rumor held that he operated primarily in and around the Reach of western Skyrim; the group chose to investigate the inns in the region first.</span></p><p><span style="font-weight:400;">In Rorikstead, Erik’s hometown, they met Erik’s venerable father tending the inn. After some convincing, he revealed that Erik was on a contract to hunt a dragon which had made its lair deep in the wilderness. He also warned the party that a group of unknown thugs had previously been to the inn and asked questions, likely seeking to find Erik as well.</span></p><p><span style="font-weight:400;">Tracking Erik to the lair in Dragontooth Crater, the party attempted to assist Erik with his hunt. Unlike Erik, they seemed to greatly underestimate their foe, a fierce glacial dragon named Iizgrahnah. While they managed to fell the creature, they sustained several injuries along with Erik’s ire; he ended up spending much of the fight shielding the less experienced fighters from the dragon’s wrath.</span></p><p><span style="font-weight:400;">In the aftermath of the battle, the party discussed the mission they had received from the Lamp Knights with Erik. He agreed to return to Labyrinthian with the adventurers, to discuss the handover of the mask with the Order’s leaders. He invited the group back to Rorikstead to rest for the night at his father’s inn.</span></p><p><span style="font-weight:400;">The following morning, the group noted one of the town’s outlying buildings ablaze as they made preparations to return to camp; no doubt a trap set by the thugs. A tense confrontation ensued; the thugs had taken Erik’s father hostage as a bargaining chip for the mask.</span></p><p><span style="font-weight:400;">With a careful ambush, the party managed to free the hostage and take down the mercenaries while minimising collateral damage, even managing to take one of them prisoner to return to camp. However, a lethally poisoned arrow which struck Erik during the battle overloaded Hevnoraak’s enchantment, shattering the mask. They learned that the thugs were hired from New Hegemony territory in High Rock, in the service of a mysterious cult. </span></p><p><span style="font-weight:400;">The group returned to camp with Erik and the broken mask, much to Favnir’s chagrin. Fortunately, after some discussion, it was determined that Hevnoraak could be repaired at the Skyforge in Whiterun, and the shards were left in the Order’s care.</span></p><p><span style="font-size:12pt;"><em><span style="text-decoration:underline;">The Volsung Quest:</span></em></span></p><p><span style="font-weight:400;">Ein, Hallbu, Saxton, Aurelius and Lyra were dispatched on this mission to hunt down a bandit lord in the ruins of Volskygge. This warlord was widely feared across the region, and had taken upon himself the name and mask of the dragon priest who once inhabited the ruin, now a fortress for his group of bandits.</span></p><p><span style="font-weight:400;">Upon their arrival, the group found a group of mercenaries called the Roughnecks already camped in the treeline by Volskygge, under the leadership of Ralof, a veteran of the Civil War. The Roughnecks sought to claim the sizable bounty on Volsung’s head; the two groups joined forces to besiege and assault the bandit fortress.</span></p><p><span style="font-weight:400;">Once inside the walls they were met not only by the bandits but draugr raised from Volskygge’s tombs to fight alongside the bandits, substantiating rumors of a powerful lich among the bandit forces. Furthermore, a necromantic ritual continually raised fallen Roughnecks, draugr and bandits alike to bolster Volsung’s forces.</span></p><p><span style="font-weight:400;">The adventurers made haste for the temple, seeking to remove the head of the snake; fighting through a flooded section of Volskygge to reach Volsung and his witch. The deepening waters in the tomb proved to hide many dangers, including sunken, ancient draugr who rose to face the group.</span></p><p><span style="font-weight:400;">The battle with Volsung themselves, set in a rapidly-filling chamber of water, proved taxing for the party, facing not only the endless hordes of sunken draugr but the mighty warrior. Suffering grievous injuries in the process, only the adventurers attacking in concert felled the warlord. They chose to retreat back to the Roughnecks’ camp to heal their wounds before returning to battle the witch herself.</span></p><p><span style="font-weight:400;">Despite having claimed Volsung’s mask and achieved their goal, the group chose to accompany the remaining Roughnecks back into the ruins the following day to face the witch. While less than mighty herself, she had taken control of the dragon priest within the ruins using magical chains; it was his power she commanded to raise the army of the dead.</span></p><p><span style="font-weight:400;">Once the witch had been vanquished, the Roughnecks and adventurers parted ways, both shaken and scarred by their experiences...</span></p><p><span style="font-size:12pt;"><em><span style="text-decoration:underline;">The Zahkriisos Quest:</span></em></span></p><p><span style="font-weight:400;">Lamp Knight Teldryn and Initiate Cylena led this mission to Blacklight, the capital of Morrowind, to recover the mask Zahkriisos. Zahkriisos was thought to be in possession of Councilor Lleril Morvayn of House Redoran, a prominent politician in the region.</span></p><p><span style="font-weight:400;">Upon arrival in Blacklight, the party found lodgings with Grendis Rolovo, a famous armourer and friend of Teldryn’s. Grendis was working on a intricate ebony shield, supposedly a gift for a Thalmor emissary in Blacklight at request of Galo Sadras, another prominent political figure.</span></p><p><span style="font-weight:400;">The following morning, the group split up to gather information regarding Morvayn and his mask. One group met with the man himself; he offered to deliver the mask in exchange for a small service. There had been a number of murders of dissidents throughout the region, performed outside the honorable writs of the Morag Tong. He believed someone intended to frame and depose him, and requested the party investigate to find the true culprits. The other group headed to the Thirsty Guar, a local cornerclub, and met with Tavala in an outlaw’s refuge beneath the establishment. Tavala was an information broker and member of the Bal Molagmer, an association of supposedly righteous thieves, and former friend and colleague of Teldryn’s. She offered to assist the group with a heist to the Redoran Vaults where the mask was stored, but also informed them of the murders that Morvayn had spoken of; supposedly the murders had not been committed by a local group.</span></p><p><span style="font-weight:400;">Reconvening at Grendis’ workshop, the party decided to investigate the murder’s at Morvayn’s request. Their first destination was Cormar View, a small farming village supplying a fortress that guards the pass through the western mountains into Skyrim. Despite Teldryn’s instructions to pose as curious travellers rather than dedicated investigators - the common folk believed Morvayn was behind the murders after all - the party rather forcefully revealed their intentions, assaulting one of the guards and townsfolk they mistakenly found under suspicion. The Dunmeri Lamp Knight managed to smooth things over with the local authorities, but the group gleaned little valuable information during the encounter.</span></p><p><span style="font-weight:400;">Their second destination was Reich Parkeep, another farming settlement and prominent tradepost in the region. Here, their investigation bore much more fruit; they discovered the victim was a well-liked Imperial trader named Rhea Nuccius who had made a petition to oppose raised taxes on local goods by Morvayn in recent times. It had so happened that her guar had taken a bite of their attackers’ belongings; enticing the beast to regurgitate the contents of their stomach revealed the remains of a satchel bearing an Aldmeri crest.</span></p><p><span style="font-weight:400;">Upon delivering the gathered evidence to Morvayn, they determined that the murderers’ next target was Galo Sadras’ Second Councilor, who made a public statement against Morvayn regarding the murders earlier in the day. They also recalled that Grendis idly revealed earlier in the day that this Second Councilor would be collecting the shield for the Thalmor emissary. Intercepting them at Grendis’ workshop, they found that a pair of Thalmor nightblades, the true culprits of the murders had beaten them there, slaughtering the Second Councilor and the House Sadras guards. They held Grendis and his family at swordpoint; a fierce battle ensued between the members of the Order and the two Thalmor and their newfound Morag Tong allies. One of the nightblades was killed in the fighting, while the other escaped grievously injured.</span></p><p><span style="font-weight:400;">Morvayn’s men took the wounded Lamp Knights and mercenaries to the Temple for healing, many of them terribly injured during their previous encounter. He presented them with their prize - the mask Zahkriisos - as well as a tidy sum for services rendered to House Redoran.</span></p><p><span style="text-decoration:underline;font-size:12pt;">Act 2:</span></p><p><span style="font-size:12pt;"><em><span style="text-decoration:underline;">The Konahriik Delve:</span></em></span></p><p><span style="font-weight:400;">Aurelius Everlund along with newcomers Ceryse Vinicius, Black Rose, Jan Cero and Maple Kyrielight joined Blaise, Zenoya and Favnir on this delve into the heart of Labyrinthian itself. Favnir, the resident dragon scholar, had learned of another of the masks beneath encampment’s very feet; hopefully the venture would yield more details on the prophecy itself, as well.</span></p><p><span style="font-weight:400;">While the dead of Labyrinthian had been largely quiet in the years following the slaying of Morokei during the crisis with the Eye of Magnus in 4E201, something had recently reawakened them. The group soon came face to face with the spectral dragon priest behind it all, who raised a force of draugr and undead dragon to stop them.</span></p><p><span style="font-weight:400;">Despite the chaos of their initial encounter, the group prevailed and delved further into the ruins, doing battle with another group of draugr, chanting the words of the prophecy. During the desperation of the battle, Ceryse and Rose’s vampiric natures were revealed. Fortunately, cooler heads prevailed in the ensuing discussion, preventing any among the party from coming to blows.</span></p><p><span style="font-weight:400;">Beckoned forth by the echoing taunts of the Dragon Priest, the group uncovered a newly excavated hall. It led into a massive chamber, containing the Priest Konahriik’s physical form - including mask - his servants, and a massive memorial inscribed with the full prophecy Favnir had been searching for. Both sides fought for all they were worth, but Konahriik gained the upper hand with an ominous warning - </span><strong>“you cannot kill what is not bound by time”</strong><span style="font-weight:400;">. Only Favnir’s timely intervention in claiming the mask and demanding loyalty from the ancient lich as his successor prevented things from escalating further.</span></p><p><span style="font-weight:400;">The mask claimed and prophecy uncovered, the group made their way back to the surface following their ordeal, ready to be of further service in the Lamp Knights’ upcoming assignments.</span></p><p style="text-align:center;"><span style="text-decoration:underline;"><em>To Be Continued...</em></span></p></div>Blackblood's Roleplay Guide to Thieveryhttps://TheSkyForge.ning.com/groups/roleplaying/forum/blackblood-s-roleplay-guide-to-thievery2017-09-18T14:18:52.000Z2017-09-18T14:18:52.000ZSkull-Blackbloodhttps://TheSkyForge.ning.com/members/BlackBlood15532<div><p><a href="http://storage.ning.com/topology/rest/1.0/file/get/905526?profile=original" target="_self"><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/905526?profile=RESIZE_1024x1024" width="750"/></a>Greetings, sera. Blackblood here with another Roleplay guide for all you happy people. A character that I'm keen to play atm is a thief, and as I thought of ways to make him fun and different than in vanilla, I began compiling a number of different points of importance for thieves. So I've decided to think of as many different common thief aspects, and use them to create as much of an in-depth guide to living life of unearned wealth in Skyrim. The goal of this guide it to give a basic ground on the mindset of a lawless thief, whilst allowing a little bit of wiggle room for Roleplay sake. This means that, while this is a basic guide to thievery, these are merely tips and you don't have to follow EVERY one of them. So with all that out of the way let's get into it shall we?</p><p> </p><p> </p><p> </p><p style="text-align: center;"><strong style="font-size: 18.6667px;"><span class="font-size-4">Tip #1 - Every location is a target, but make sure you chose them wisely</span><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/905556?profile=original" width="750"/></strong></p><p style="text-align: center;"><em>"Never done an honest day's work in your life for all that coin you're carrying. Eh, lass?"</em></p><p style="text-align: left;">I find the easiest thing for any thief-type character in Skyrim to do is walk right into someone's home and make off with everything that's not nailed down to the floorboards. You'll just go into some Hold, look left and right for any guards and make off with anything you can get away with stealing while the marker indicates that you're hidden. It's all too easy to clean out every place possible within an area, but that's no fun now is it? For starters, you could only realistically carry like, what, a few bits of Jewelry here and there, maybe a weapon or two, and a piece of armor if you're strong enough. And what about the surrounding guards? You'd think they'd pay more attention to someone skulking around in the shadows around some poor victim's house. Obviously they matter to your attempts at thievery, right?</p><p style="text-align: left;">That's why, before you even walk through the door or vanish into the shadows, you must scout out your mark first, in order to determine any potential dangers that may come from an attempt at stealing. Ain't no way in Oblivion you'll get anything of value within the Jarl's quarters, what with all the guards keeping watch and everything, but that farmhouse in the outskirts is a good start. Obviously, your skill in sneaking (and yes, maybe even Illusion) will determine how easy it is for you to get in and out of an area with your pockets crammed, but all the while, try to keep in mind the dangers standing in the way of you and your treasure..</p><p> </p><p> </p><p style="text-align: center;"><strong><span class="font-size-4">Tip #2 - Steal Smart, Steal Safe, Steal Sound</span></strong></p><p style="text-align: center;"><em><a href="http://storage.ning.com/topology/rest/1.0/file/get/905613?profile=original" target="_self"><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/905613?profile=original" width="750"/></a>"See, that kind of attitude comes from someone who wants to get rich and stay alive long enough to enjoy it. We're goin' to get along nicely."</em></p><p>Perhaps planning your heists out isn't exactly your style. Or maybe you're a little rough around the edges and need a bit of coin to start it up. Or maybe you don't give a damn about the first rule. Either way, you're gonna want to pay attention to what you're stealing and where. What I mean is, be careful what you take and try not to make it obvious. Sure, you can clean out an entire house of all their silverware, but that'll just make it easier to track it to the new guy. Try to make a conscientious effort to limit your stealing to items or coin that won't "immediately" be noticed gone. Small jewelry lying around here and there may not be noticed until it's too late, and valuables in dressers and end tables can go weeks before being discovered missing.</p><p>And once you've gotten your treasures, try not to sell them in the SAME CITY that you stole them from. "Oh gosh, you lost your Silver Jeweled Necklace the other day? Well, I hope the Divines give you better peace in the future. By the way, would you like to buy this Silver Jeweled Necklace? I've just suddenly got it in stock!" You get the idea. Don't sell your stolen goods in the same city, if it's possible to. Or even better, don't sell them in the same hold. The farther you get from your mark, the better it will be when you finally sell it. </p><p style="text-align: left;"> </p><p style="text-align: left;"> </p><p style="text-align: center;"><strong><span class="font-size-4">Tip #3 - Nocturnal's gift to thieves is the shadows. Use it wisely</span><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/905644?profile=original" width="750"/></strong></p><p style="text-align: center;"><em>"The Agent of Stealth is the master of remaining unseen. They are able to manipulate the darkness and use it to their advantage.<br/></em> <em>On moonlit nights or in darkened rooms, this agent literally becomes invisible."</em></p><p style="text-align: left;">So now you've found yourself a tidy little mark. You know exactly what you're going in for (or maybe you don't, there's bound to be "something" of value in there). Guess now's the time to just walk in and take what you want right? WRONG!! In keeping with the first tip's advice, just obviously walking into someone's home, towards someone's stall, or heck even "towards" someone you're gonna steal for, can be a big nono. Especially during the day, when everyone that's not a vampire is active. Even if the owner of the home you're planning on hitting isn't there, there is still the threat of other people wandering around the area.</p><p style="text-align: left;">This is why it is critical that you take advantage of Nocturnal's greatest gift for the common thief: Nighttime and shadow. During the night, hardly anyone save for the guards who do their nightly patrols is ever out and about. This makes it easier (but not easy) to get to where you need to get to, and with few interruptions. However chances are, if you're targeting a home, the owner will be asleep during such time, so while it might be easier to get to your desired mark, it may not necessarily be easy to actually obtain it. Obviously, if you have a high enough Sneak skill (or Muffle), this becomes a non-issue, but just remember to keep it in mind. The sure mark of a fool is to disregard even the most basic of thievery rules.</p><p style="text-align: left;"> </p><p style="text-align: left;"> </p><p style="text-align: center;"><strong><span class="font-size-4">Tip #4 - You're a thief, not a bandit, nor an assassin.</span><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/905697?profile=original" width="750"/></strong></p><blockquote><p style="text-align: center;">"With his fingers in the East Empire Company's pie, we'll make good use of that debt. If I'm not being clear enough, that means we don't want him killed."</p></blockquote><p style="text-align: left;">It goes without saying. The reason why your character is even bothering breaking and entering, instead of robbing some poor sap on the roads or murdering some helpless old lady in her own home, is because they either can't do any of that, or they have a moral code (sometimes both). But it stands to reason, that if your character is a true thief, you'll be straying as far away from combat skills as possible. That isn't to say that you can't have "any" skill in combat (more on that later), but it will never be your priority. At most those skills will be throwaway points or something. Your main focus should be getting in and out of a situation, and with your pockets slightly heavier. If you've decided to go delving into some ancient ruin for the Nord's lost treasures, take a dungeon runner approach about it. Search the area for things and items you can quickly swipe before moving right along. And if you can't progress any further, run the hell on back!</p><p style="text-align: left;"> </p><p style="text-align: left;"> </p><p style="text-align: center;"><strong style="font-size: 13px;"><span class="font-size-4">Tip #5 - The best tool for any thief worth his Gold? A good alibi.</span><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/905731?profile=original" width="750"/></strong></p><p style="text-align: center;"><em>"Learn a whole library's worth of knowledge in moments, or grow back that missing limb..."</em></p><p style="text-align: left;">This one also ties in with the first tip. In order to do the actual scouting of your mark, you'll need a very good disguise. Something that says "There's no way in Oblivion that I could possibly be a thief!", which will let the people around you trust you more, thus allowing for more options on who to hit and when. A number of potential disguises include:</p><ul><li>A travelling mercenary (Because what seasoned warrior would ever need to resort to thievery?)</li><li>A merchant selling a number of valuables (An honest merchant has no need to steal)</li><li>A wandering pilgrim, on their way to [insert shrine here] (Most pilgrims promote low-cost lifestyles)</li><li>A Thalmor Justiciar or guard (Only Altmer. Cuz no one would suspect the high elves of petty thievery)</li><li>A noble in town for business (No one suspects the already rich of trying to get even richer)</li><li>An Imperial Soldier or Stormcloak (Dependent on what Hold you're in Same reasons as the mercenary)</li><li>A member of a unique faction (Depends on the faction, but generally ones like the Vigilants or the Companions, if you can manage it)</li><li>And many more!</li></ul><p>Whatever alibi you go with, stick with it for as long as it will hold up. Use potions, poisons and enchanted gear if necessary. Also, try not to immediately hit a town the moment you get there, because the first guy they're going to point their finger to when something important goes missing is going to be the new guy who just came into town. Take some time to worm your way into the people's hearts, so as to make it harder to suspect you when you actually do ply your trade.</p><p> </p><p> </p><p style="text-align: center;"><strong><span class="font-size-4">Tip #6 - Always, always be prepared for the worst</span><img class="align-center" src="http://storage.ning.com/topology/rest/1.0/file/get/905845?profile=original" width="750"/></strong></p><blockquote><p style="text-align: center;">"Yes. That's why we need to prepare ourselves and meet him on equal footing."</p></blockquote><p>Let's just say that, in the worst case scenario, you as a thief are cornered by hold guards, bandits, etc., with no direct way out of the current situation. Or perhaps you really need to get somewhere, and sneaking is no longer an option. The only way you can progress is to go in with what little tools you have to ensure your survival, either that you've brought along with you or that you found in your journey there. In these situations, the difference between being caught, being killed, and living to steal another day, is as thin as a razor's edge. Especially if that razor is coated with a strong paralytic poison.</p><p>There are a number of ways to cover your rear when making an emergency exit or entrance. The most obvious is, of course, to invest in at least a little combat skill. One-Handed, Block, and Archery are your main offensives that you'll take (Two-Handed weapons are clunky, and way too big for a thief to wield). You'll always want to put some skill into your Light Armor, to help stave off enemy blades and spells. But if you're a good thief, you won't have to worry about taking, or dealing blows, so it is advisable to spend some gold on Stat Trainers to improve these skills. Your health will thank you.</p><p>Another method is using your brain. Poisons are a good way to make up for any lack of physical talent, and good potions can keep you alive long enough to get you to where you need to be. Illusion is the ultimate crowd control, and allows you to calm potential enemies so that you may pass safely without worry, or fury them so that they kill each other off, leaving you with fewer foes to deal with, or even cloak yourself in an Invisibility spell to vanish unharmed while they stumble about looking for you. Enchanted weapons can make up for the offense you never invested in, especially ones that drain life or even paralyze your enemies, but I generally advise against Frost Damage as too many enemies are resistant to it in the cold province. Finally, having a follower to fall back to can earn you a few extra seconds to escape, if not outright deal with the enemy altogether. Just make sure to keep them well-equipped for dangerous situations.</p><p> </p><p style="text-align: left;"> </p><p style="text-align: left;">Well that's all I have at the moment for my guide. I'm pretty sure I'm forgetting something here and there... I hope you've enjoyed. Thievery is an interesting experience in Skyrim, and I aim to make it even more interesting. So please, do post your constructive criticisms here. I'm always looking for suggestions so that I can make this guide as great as possible for others to read. Take care, own the night, and thanks for giving this a read!</p></div>Blackblood's Roleplay Guide to Lycanthropyhttps://TheSkyForge.ning.com/groups/roleplaying/forum/blackblood-s-roleplay-guide-to-lycanthropy2017-07-31T01:00:53.000Z2017-07-31T01:00:53.000ZSkull-Blackbloodhttps://TheSkyForge.ning.com/members/BlackBlood15532<div><p><a href="http://storage.ning.com/topology/rest/1.0/file/get/905479?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/905479?profile=RESIZE_1024x1024" width="750" class="align-center"></a>Greetings, sera. Blackblood here with another guide. Since I posted a guide about vampirism I began to think up one for the werewolves. After all, it wouldn't be fair if I left them out would it? I've always had an interest in their feral nature, and I must admit it's an absolute blast to go nuts as a werewolf. The goal of this guide it to give a basic ground on the mindset of the Skyrim werewolf whilst allowing a little bit of wiggle room for Roleplay sake. This means that, while this is a basic guide to lycanthropy, these are merely tips and you don't have to follow EVERY one of them. So with all that out of the way let's get into it shall we?</p>
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<p style="text-align: center;"><span style="text-decoration: underline;" class="font-size-4"><strong>Do you see it as your <em>gift</em>? or your <em>curse</em>?</strong></span></p>
<p style="text-align: center;"><a href="http://storage.ning.com/topology/rest/1.0/file/get/905524?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/905524?profile=original" width="750" class="align-center"></a><a rel="nofollow" href="FileNotFound" target="_self"><br></a> Similar to most vampires, werewolves actually have two different styles to them: "The Gift" and "The Curse". Both playstyles contain vast differences between them, however there are similarities and it is possible to transgress from one to the other and vice versa. Whereas the gift is seen as an augmentation to the human capability, the curse is nothing but a beast trying to break free. In this guide I will be giving in-depth descriptions of both sides of the spectrum. First, let's start off with...</p>
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<p style="text-align: center;"><span style="text-decoration: underline;" class="font-size-4">The Gift</span></p>
<p style="text-align: center;"><span style="font-size: 10pt;"><em>"He thinks we've been cursed. But we've been blessed. How can something that gives this kind of prowess be a curse?"</em></span></p>
<p><span style="font-size: 10pt;">Those that see lycanthropy as a gift find that the line between man and beast is blurred. Their human forms gain strength, speed and sense similar to that of a wolf, and their connection with the wild is greatly increased. Their most prominent feature, however, is their control over the Beast Form they've been gifted with. Control of this form means that they don't have to worry as much about unnecessary kills or changing in front of the wrong people, which is good for everyone. It's no wonder why Skjor feels blessed with this power.</span></p>
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<p style="text-align: center;"><span class="font-size-4"><strong>Tip #1 - Gifted werewolves are fierce predators, wolves among men</strong></span></p>
<p style="text-align: center;"><span style="font-size: 10pt;"><a href="http://storage.ning.com/topology/rest/1.0/file/get/905535?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/905535?profile=original" width="750" class="align-center"></a></span><em><span style="font-size: 10pt;">"It's a blessing given to some of us. We can be like wild beasts. Fearsome."</span></em></p>
<p style="text-align: left;"><span style="font-size: 10pt;">Gifted werewolves are usually far more powerful than a regular human even when in human form themselves. As said before, you're usually faster, stronger, and your senses have become heightened to animal levels. You'll also have a better affinity with nature. To symbolize this, wear any armor that has hide or fur armor on it; something with a tribal or animalistic feeling to it works well. The lighter the better. It makes it easier for you to sneak up to your foes, whether you put points into sneak or not. Also, hunt for your own furs and food. Why bother buying it from the store when you can get much more thrill hunting down the beasts for yourself?</span></p>
<p style="text-align: left;"><span style="font-size: 10pt;">When engaging enemies, remember that you have an advanced level of hunting due to your blood. Stalk and sneak around your foes, taking notice of every single factor in the area that can either hinder or help your hunt. And r</span><span style="font-size: 10pt;">emember: </span><span style="font-size: 10pt;">"Eyes on the prey, not the horizon." Once you've found a target in your sights, don't let it out of them. No, not even for the delicious morsel to the right. Keep your focus, be ready to pounce, and then strike. Once you've struck, it's time to go on the offensive. But remember that, even though you are now part beast, that beast is an intelligent one. Test your prey, use the surrounding area to your advantage.</span></p>
<p style="text-align: left;"><span style="font-size: 10pt;">One other thing: Sneak attacks with daggers using the Assassin's Blade perk or the Shrouded Gloves/Hand Wraps is NOT hunting. That's an assassination. You're not an assassin. There's no honor in such a boring kill. You can use daggers, just don't sneak behind them and backstab them like any two-bit hitman. Once you've positioned yourself to an advantageous pounce point, sprint towards them and hit them with a power attack, staggering them and increasing the time it takes for them to draw their weapons while you swing away with yours. You can also use a bow with sneak attacks if you'd like, but once you fire that first shot it's battle time.</span></p>
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<p style="text-align: center;"><span style="font-size: 10pt;"><span class="font-size-4"><strong>Tip #2 - Side effects include: A carnivorous diet and growing a pair</strong></span><br></span></p>
<p style="text-align: center;"><span style="font-size: 10pt;"><em><a href="http://storage.ning.com/topology/rest/1.0/file/get/905551?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/905551?profile=original" width="750" class="align-center"></a>"I like your fire, though. You'll make a fierce Companion. Let us hunt together sometime."</em></span></p>
<p style="text-align: left;"><span style="font-size: 10pt;">If your character didn't have any nerve before, they sure as hell do now. No matter who it is, you'll find that having the restless blood of the wolf in you can make you a bit more, shall we say, "assertive". Other ways to say it would be: volatile, short-tempered, reckless, energetic, etc. You get the general idea. Beast blood basically acts as a personality enhancer that enhances our more rougher sides. Some werewolves can keep control of their new hyper nature, and others turn into Hulk Hogan. How you chose to </span><span style="font-size: 13.3333px;">acclimate</span><span style="font-size: 10pt;"> to the blood in this manner is up to you.</span></p>
<p style="text-align: left;"><span style="font-size: 10pt;">Beast blood also has a nasty habit of getting people into fights with... well just about anything that pisses them off. If someone's challenged you to a fight, your blood will be burning and you'll probably wanna either introduce their heads to the nearest doorknob or bury your blade as deep as possible into their [insert painful location here]. It takes a strong will to have the </span><span style="font-size: 13.3333px;">temperament</span><span style="font-size: 10pt;"> to brush it off and move on, but remember that doing so doesn't make you a milk drinker. You're just good at picking your fights wisely, and that's what it means to be a brother of the wolf.</span></p>
<p style="text-align: left;"><span style="font-size: 10pt;">I think it's safe to say that meat has risen on your dietary list. Keep a few of your favorite kinds of meat on your at all times. Anything else, eat on the spot. You kill a rabbit? Eat it's haunch right there. Took down an Elk did you? Tonight you're gonna feast like a king. Gotta get your Protein, after all. It's not like you can't eat anything else; You can still enjoy your Vegetable Soups and what have you. It's just that you prefer meat above all else most of the time.</span></p>
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<p style="text-align: center;"><span class="font-size-4"><strong>Tip #3 - United, we stand. Divided, we still stand but not as high</strong></span><span style="font-size: 10pt;"><br></span></p>
<p style="text-align: center;"><em><a href="http://storage.ning.com/topology/rest/1.0/file/get/905586?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/905586?profile=original" width="750" class="align-center"></a></em><em style="font-size: 10pt;">"An outsider, eh? Never heard of the Companions? An order of warriors. We are brothers and sisters in honor."</em></p>
<p>"Two heads are better than one." This bodes especially true for the gifted werewolf. Although you are strong enough to prevail over most any enemy in the game at some point it never hurts to have a spare blade and shield at your back. To better connect yourself to the wolf, partners in arms are essential. After all, wolves hunt in groups. Why shouldn't you? </p>
<p>The best followers would be those that share the wolf blood with you. Your brothers and sisters will not shrink away should you chose to embrace your bestial form. Other than that, the next best followers are those that have a good sneak skill. This makes it easier for you to hunt your prey. Can't have that Elk run off just because Stenvar's a clumsy fuck, can we? Another thing to consider is your synergy with your follower's combat style. Are you an archer? Get a good melee follower that can engage the enemy while you hail away arrows. "It's called repositioning, NOT retreating."</p>
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<p style="text-align: center;"><strong><span class="font-size-4">Tip #4 - Werewolf =/= Wild Beast</span><a href="http://storage.ning.com/topology/rest/1.0/file/get/905653?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/905653?profile=original" width="750" class="align-center"></a></strong><em>"Just be careful where you do it. Some cowards in this land can't stand the sight of glory before them."</em></p>
<p style="text-align: left;">The beast form should only be used as a last resort, saved only for the most challenging of opponents. Once you transform you must think to yourself: Who shall I spare, and who shall I destroy? Having played a werewolf before I can tell you that, when watching the weak and feeble mortals whom you could slaughter with a single claw swipe, it gets very tempting to just release the beast, but you must restrain. Defeat your opponents, feast to regain your energy, then wait out the transformation. Remember: You are no monster. You are a hunter, a warrior, and a noble wolf.</p>
<p style="text-align: left;">That said, there are those who take the above notion and cast it to the winds, choosing instead to embrace their feral side and let loose with no restraint. These feral werewolves hunt not for survival or for sport, but for pure bloodshed. They care not for weak-minded allies, for they only get in the way of their glorious hunt. They may join a side, if only for the sake of a battle, but they can just as well be haphazardly obliterating both friend and foe. To them, nothing else matters but the thrill of the hunt. To revel in their ferocity. The difference between a noble werewolf and a feral monster is as thin as a razor's fine edge, and it is up to you to decide where you stand on that edge.</p>
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<p style="text-align: center;"><span style="text-decoration: underline;" class="font-size-4">The Curse</span></p>
<p style="text-align: center;"><em>"Now I may look like a man, but I still feel the animal inside of me, as strong as ever."</em></p>
<p style="text-align: left;">Unlike the Gifted, these werewolves may not have gained the same animalistic prowess as them. Rather they gained something far worse: The inability to hold their inner beast within. The Cursed find that they have little to no control over the animal inside them and that, once released, they lose all trace of their former selves to the bloodlust. They are a dangerous existence that cannot properly maintain themselves, often liable to change in the middle of town or in a store or even worse.</p>
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<p style="text-align: center;"><span class="font-size-4"><strong>Tip #5 - Stay as FAR away from civilization as possible</strong></span></p>
<p style="text-align: center;"><a href="http://storage.ning.com/topology/rest/1.0/file/get/905706?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/905706?profile=original" width="750" class="align-center"></a><em>"...I feel terrible about what happened. About what I did. It would probably be best for everyone if I just went away."</em></p>
<p>Make no mistake; you are nowhere near stable enough to be around people. Even with only a 5% chance of randomly transforming, that's 5% too much. The fact that you could lose yourself to the beast within at any moment means that you are a danger not just to yourself, but to everyone else around you. Stay away from towns and cities as often as possible. Make your home in caves or abandoned mines or even Nordic tombs and ruins. Anywhere far away from others. After all, you never know when the beast will take hold, and the distance it takes for you to reach the nearest person could be the difference in a frightening night or a horrifying massacre.</p>
<p>The best way to roleplay the unpredictable transformations is by wearing the Cursed Ring of Hircine, which gives you a 10% chance of transforming every minute when outside a dungeon or a city. You won't be able to complete the quest but that shouldn't matter. Other than that, pure lack of restraint can serve as a both a suitable substitute or an additional variable. Possible triggers include anger and frustration (Wolf smash!), the threatening of your life (YOLO), or even great desire of any kind (to protect, to win, etc). Whatever you chose, remember to keep your trigger finger itching and your own bloodlust on cue to go feral on some unlucky fools.</p>
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<p style="text-align: center;"><span class="font-size-4"><strong>Tip #6 - Has the beast taken hold? Sucks for everyone else around you</strong></span></p>
<p style="text-align: center;"><strong><a href="http://storage.ning.com/topology/rest/1.0/file/get/905741?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/905741?profile=original" width="750" class="align-center"></a></strong><em style="font-size: 10pt;">"I put it on... and the changes just came to me. I could never guess when. It would be at the worst times. Like... with the little girl..."</em></p>
<p style="text-align: left;">So you've finally transformed into the fearsome, yet uncontrollable werewolf. You might be thinking: Now what? Now, you go crazy. You've transformed. Lost control. Snapped. It's time to feast! This is a good time for you to release the beast within your own self and just go H.A.M. on everything that breathes. Farmers? Raised and bred to deliciousness. Merchants? Yea I'll have that juicy-looking heart over there for free. Guards? Gotta get a good workout for all that meat you're eating. Essentials? ...Eh, scare em away with your Howl of Terror or something. The point is to lose control and just kill. Don't think about anything but the hunting and the bloodshed.</p>
<p style="text-align: left;">Some werewolves will still have at least SOME partial control of their sanity. When this occurs, refer to Tip #4. You can either chose not to slaughter everything around you or have a nice little heart buffet. It all depends on how you feel at the time. If you do give in, when do you stop? Do you stop when you feel like you're full? When you're bored of slaughtering everything that moves? Or when you've taken one too many hits from the guards? Or do you never stop? Do you just kill and feed mindlessly? Or will you flee to the nearest cave to wait out your transformation, afraid of taking the first bite?</p>
<p style="text-align: left;">One recommendation I have is to NOT take the Savage Feeding perk in the Werewolf Perk Tree. I say this because, at least to me, the ability to feed on wild animals makes it easier to resist the desire to feed on humans. It gives more purpose to attack a human, therefore adding to the number of people you've slaughtered. At the same time, the extra howls are also off limits for obvious reasons. The Howl of Terror is all you really need anyways.</p>
<p style="text-align: left;">Sometimes what can happen is, when you're caught transforming while you have a goal or object on your mind, those without proper control of themselves in beast mode will find that that goal or object's importance melts over to the mind of the beast. Depending on the object of importance this can be either good or bad. For example, you're travelling to a den to clear out a coven of vampires. Then you transform, and now the most immediate thought your werebeast form has in their head is "KILL VAMPIRES!!" Of course, after that they'll probably just return to being feral animals.</p>
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<p style="text-align: center;"><strong><span class="font-size-4">Tip #7 - Cursed werewolves are pretty much monsters</span><a href="http://storage.ning.com/topology/rest/1.0/file/get/905781?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/905781?profile=original" width="750" class="align-center"></a></strong></p>
<p style="text-align: center;"><em>"Some can't separate the animal from themselves. Go feral. This poor sod could have been anyone."</em></p>
<p style="text-align: left;">I can't sugarcoat it for you. Werewolves aren't exactly worshiped by the masses as kind and noble beasts, you know. Being the feral creations of the Daedric Prince Hircine, werewolves are synonymous with beasts and monsters of fear. Even the Gifted can't just transform whenever they want. The Cursed have it WAY worse. Most of the time you have no control of the monster within you. Sometimes even if you do have control you may transform at the most inopportune of times. People who see your beast form will fear you and you will never be able to return to that hold again. Eventually you will we oust from every hold in Skyrim, forced to remain in the wilderness for your own safety, and for fear of uncontrollable transformations.</p>
<p style="text-align: left;">There are many paths you can take to this. The first is that you can seek out a way to cure yourself from this cursed existence. Magic, alchemy, even the power of the dragons. ANYTHING you can think of that might have some sort of answer to either cure yourself of the blood or gain control of it. Try to find others who also share the blood of the wolf and ask them for guidance. Find the College of Winterhold and search through their extensive collection of tomes and books for some hint on how to put an end to this cursed existence. Will you be successful in curing yourself so that you may have a life of adventure or peace, or are you destined to fail in your pursuit, forced to accept the revelation that you are doomed to wander Tamriel branded a monster?</p>
<p style="text-align: left;">Will you accept your fate and live your life on the edge, forever wandering, never sleeping in the same spot twice? Perhaps you've given up, devastated due to an accidental killing or perhaps scaring your loved ones. Such sad beings spend their time alone in the woods, afraid to come into contact with other people for fear that the hunger will arise within them. Such a life of loneliness can drive even the most steeled of men into darkness. Some begin to lose touch with their humanity as time goes on, becoming more and more feral. Eventually they give in to the beast completely, living their lives hunting and killing as a mad beast, until the day a mighty hero arises to put the miserable thing to an end.</p>
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<p style="text-align: center;"><span style="text-decoration: underline;" class="font-size-4">How will you evolve?</span></p>
<p style="text-align: center;"><span style="font-size: 10pt;">Will you start out a gifted warrior or hunter, then slowly fall deeper into ferocity as you begin to embrace your other side? Or will you find that your curse becomes less of a curse overtime as your body acclimates to the new blood within you and grants you new power you never thought possible? You can mix and match each of the above tips to make a werewolf experience that you can enjoy. You can be a hunter that cannot control his inner beast or even a simple pilgrim who has the power to become something even greater. As always, the choice is yours to make. Just know that whatever choice you make, you will be a fearsome predator. Happy hunting.</span></p>
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<p style="text-align: left;">Welp, that's all I've got thus far for this guide. I hope you've enjoyed it. Keep in mind that the above tips can also apply to Werebears (except for possibly the 3rd one) and any other werebeasts you might have in your game. And please, do post any constructive criticisms here. I'm always looking for suggestions so that I can make this build as informative and helpful as possible. Take care, own the night, and thanks for giving this a read!</p></div>Blackblood's Roleplay Guide to Vampirismhttps://TheSkyForge.ning.com/groups/roleplaying/forum/blackblood-s-roleplay-guide-to-vampirism2017-07-31T00:50:07.000Z2017-07-31T00:50:07.000ZSkull-Blackbloodhttps://TheSkyForge.ning.com/members/BlackBlood15532<div><p><a href="http://storage.ning.com/topology/rest/1.0/file/get/905317?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/905317?profile=RESIZE_1024x1024" width="750" class="align-center"></a>Greetings, sera. Blackblood here with something even more different that what I usually do. In keeping up with my most recent Character Profile, as well as my sudden interest into vampirism in Skyrim, I've decided to collect all of my potential knowledge and ideas and create as much of an in-depth guide to living life as a vampire in Skyrim. The goal of this guide it to give a basic ground on the mindset of the Skyrim vampire whilst allowing a little bit of wiggle room for Roleplay sake. This means that, while this is a basic guide to vampirism, these are merely tips and you don't have to follow EVERY one of them. So with all that out of the way let's get into it shall we?</p>
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<p style="text-align: center;"><strong style="font-size: 18.6667px;">Tip #1 - As a vampire, you are a powerful predator of the night<a href="http://storage.ning.com/topology/rest/1.0/file/get/905335?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/905335?profile=original" width="750" class="align-center"></a></strong><em>"I offer you my blood. Take it, and you will walk as a lion among sheep. Men will tremble at your approach, and you will never fear death again."</em></p>
<p style="text-align: left;">You are a stalker of the night, and in the shadows are where you are the strongest. As such most, if not all, of your activities will most likely be done during such time, when you aren't burning out in the sun. Did you receive a mission from the Jarl to go kill a bandit in a radiant location? head out at 7 PM. Stuck on an incredibly long quest that might drag on for the whole night? Start it late in the afternoon and time it so that the most dangerous work is done when you're at your most powerful. Unlike the savage Werewolf, most vampires must use their intelligence to get what they want.</p>
<p style="text-align: left;">And on the note of intelligence, while vampires are indeed slightly stronger than the average human they are nowhere near the strength of those feral weres. This means that often, unless you're a heavily armored vampire type, you must learn to use your smarts. As masters of deception and trickery, vampires have a myriad of ways to get the job done. Tricking others to do your dirty work for you, backstabbing potential threats and enemies and getting in good with powerful people are just a few of the tactics you can take to maintain your status within a populated area, allowing you to hunt and feed more safely in your chosen town or city</p>
<p style="text-align: left;">When hunting your prey, remember to stick to the shadows. As was said, you are a predator of the night, so take advantage of that boost to sneak you get. And don't be afraid to take advantage of some of your Illusion spells, Invisibility in particular. Whatever gets you your next meal faster, amirite? When you're facing an opponent that you can't escape from or execute silently, think strategically with the tools in your possession. All vampires in Skyrim have at least Frost magic, with some branching to Shock. Firing long range spells whilst running to avoid their attacks isn't cowardly; it's smart. Poisons are also a fitting tool for killing the big prey. Also it makes you feel pretty badass standing over someone who got hit with a poison of Paralysis and Lingering Damage Health as you watch them slowly die before you. >:3</p>
<p style="text-align: left;">Some vampires must sleep during the daytime. Others don't need to sleep at all. For some, sleep is just a way to recharge their power. Either way if you decide to sleep, find a safe spot that isn't in a town or city. Caves are a good generic choice, once you clear out their previous occupants of course. If you can find a coffin, I recommend using that. It fits the lore and stuff. Should you need to sleep in a town or city for whatever reason, do so in a location where no one can find you. After all, no one likes their beauty sleep being disturbed.</p>
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<p style="text-align: center;"><strong><span class="font-size-4">Tip #2 - The minds of mortals are yours to play with</span><a href="http://storage.ning.com/topology/rest/1.0/file/get/905355?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/905355?profile=original" width="750" class="align-center"></a></strong><em>"...the clans think they're better than us... putting on airs... pah, they'll be the first to burn when the mortals get organized..."</em></p>
<p style="text-align: left;">Gotta love how most vampires you read about or watch on shows possess an aptitude for manipulating the minds and thoughts of others. Some vampires use it to drive fear into the hearts of mortals, or to cause brother to fight against brother. Yet one thing almost never changes in the vampire's main arsenal: Calming. After all, how can you enjoy a nice dinner when your meal is either swinging a good-sized axe in your face or running in the opposite direction for dear life? There's a reason why it's one of the vampire's greater skills you know. Fury spells are good for getting mortals at each other's throats, letting you sit back in the darkness as they quietly kill each other. </p>
<p style="text-align: left;">Another good thing to invest in is some skill in speech. Whether it's for getting better prices, convincing mortals to do you some favors, or to talk your way out of jail time, you'll find that a sharp tongue will serve you just as well as Illusion for keeping yourself alive for longer. The best time to converse with people is after you've just fed, during your Stage 1. This is the time when your vampirism is least prominent. That said, I don't recommend trying this at Stage 4... Also who doesn't like better prices? Come one people! Allure is pretty good for a vampire roleplay perspective, as vampires were often noted to be very attractive to the opposite sex. And who could forget persuasion? The ability to fortify your skills in tricking people is invaluable to many. Bottom line is that deception rocks, and is a key tool in the vampire's arsenal.</p>
<p style="text-align: left;">Your prestige is important to think about, as both prominence and unimportance have their advantages and weaknesses. On the one hand, if you are famous in a hold, you can let off the aura of a noble or a thane, deceiving the masses that you fight for the side of justice. On the other hand, it makes your actions more notable, which makes it easier to bring your vampiric nature to light. Generally, however, if you are skilled enough in manipulation this shouldn't be too grave an issue. Obscurity means that less people pay attention to you, so no one will really notice that you're gone. This means you can slip out at night, feed, then return home without anyone being the wiser (unless you slip up somehow, of course). The only real downside is the lack of protection when it comes to guarding your innocence should the foolish mortals begin to raise questions. All in all, it's your character's decision what path they want to take.</p>
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<p style="text-align: center;"><strong><span class="font-size-4">Tip #3 - Always have a disguise handy for towns and cities</span><a href="http://FileNotFound" target="_blank"><img src="http://storage.ning.com/topology/rest/1.0/file/get/905380?profile=original" width="750" class="align-center"></a></strong><em>"...I won't hide down here forever... gather a few of the brethren, we'll strike out on our own..."</em></p>
<p style="text-align: left;">Thanks to the oh so wonderful sun, you won't always be strolling into a city like any random merchant or noble or bard. But sometimes you need supplies, weapons or armor, or maybe you just need to sell some of this goddamn junk you salvaged from your last cave raid. When times like this arise, it's always smart to have a disguise. It makes life for a vampire a whole lot easier when everyone's not rushing at you weapons ablaze. Your disguise can be almost anything, but the best disguises are the most inconspicuous ones. Clothing is one of the best, and you've so many possible choices here. You could pretend to be a pilgrim wearing hooded robes of any kind. You can wear regular clothes and come off as a traveling merchant or bard. Whatever you chose, make sure your clothes cover as much of your whole body as possible so as to reduce exposure to the sun</p>
<p style="text-align: left;">Another good disguise is any apparel that comes with a closed helm or similar gear. Possible gear includes Hold Guard Armor, Chitin Armor, and various Heavy Armors throughout. Remember to try to keep it light, however, as you are weaker in the sun and therefore cannot carry as much. You can wear lighter clothing and just a helm that covers your face, but I find that it makes you stand out even more. The same can be said for Dragon Priest Masks. Nothing says "I'm evil" like the mask of a dead lich. But really, as long as it covers your face, it works. Other than that try not to wear clothes that may look sinister or dark. I find that gear like that really brings out the evilness in a vampire's pale face.</p>
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<p style="text-align: center;"><strong style="font-size: 13px;"><span class="font-size-4">Tip #4 - Feeding is INCREDIBLY important to your survival</span><a href="http://storage.ning.com/topology/rest/1.0/file/get/905407?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/905407?profile=original" width="750" class="align-center"></a></strong><em>"...just fed but still hungry... blood... all I can think about these days... last kill was so good... just the right amount of struggle..."</em></p>
<p style="text-align: left;">Vampires need to feed. No two ways about this one. After all, vampires in Skyrim will constantly complain about that gnawing hunger eating away at them. Know that the constant desire to feed will be upon you constantly, filling your mind with thoughts of feasting. Here's a basic idea of how it should feel during each stage:</p>
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<li><span style="font-size: 13.3333px;"><span style="text-decoration: underline;">Stage 1</span>: You're just fine right now. You're satiated and don't need to feed. The hunger is still there, however it is but a small echo in the back of your mind.</span></li>
<li><span style="font-size: 13.3333px;"><span style="text-decoration: underline;">Stage 2:</span> Now that echo has become loud, and the hunger forces thoughts of blood into your mind. You're hungry. Time to feed. But you can still go a little while before feeding. You shouldn't wait too long, however</span></li>
<li><span style="font-size: 13.3333px;"><span style="text-decoration: underline;">Stage 3:</span> You should probably feed now. That echo has evolved into a full-blown cacophony inside your mind. Blood will be almost always on your mind at this point. You have to find someone to feed upon before you regress any worse.</span></li>
<li><span style="font-size: 13.3333px;"><span style="text-decoration: underline;">Stage 4:</span> You have to feed. Like, NOW. You don't care who it is or how, you just need to find someone to bite. You're starving. You need blood NOW! Feeding on anyone while in this stage will most likely kill them. The amount of blood you had to drain from them was too much for their frail, mortal bodies.</span></li>
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<p><span style="font-size: 13.3333px;">Obviously, some are strong enough to resist the urge to drink. Others slowly lose their minds the longer they go without feeding, to the point where they'll attack the first person whose scent falls upon their nose. But yea you get the basic idea: Blood is an important part of any vampire's diet. Also another thing to consider is that the hungrier you are, the more your vampiric nature comes out, which in turn alerts those nearest to you like a big neon sign that says "HEY GUYS I'M A VAMPIRE!" ...Well at least it does without Dawnguard. With Dawnguard, they won't attack you even if you're Stage 4. Some don't prefer this, however, so for those who want a reason to feed and feel like a monster, whenever you're in Stage 4, attack everyone and anyone around you in feral hunger. The stronger vampires, however, won't need to worry about this as much, as they will have managed to repress the need to feed.</span></p>
<p><span style="font-size: 13.3333px;">The safest way to feed would be to break into someone's home at night and drink from them whilst they sleep. The other way to feed would be to use the Vampire's Seduction power on a mortal and feed on them afterwards. But know that if you use it and you fail, you've been caught. The target has taken a glimpse at your true nature as a predator of the night and will either flee or attack you (I would), so you must kill them first. While this can be a very dangerous and should only be used as a last resort, there IS a way to use it in a way to get a good, constant supply of blood, which brings me to...</span></p>
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<p style="text-align: center;"><strong><span class="font-size-4">Tip #5 - Thralls are a vampire's best (and only) friend</span><a href="http://storage.ning.com/topology/rest/1.0/file/get/905428?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/905428?profile=original" width="750" class="align-center"></a></strong><em>"...maybe the clans have it right... hunting's so chancy... why not keep a few thralls... blood whenever you want it..."</em></p>
<p>Why bother sneaking into people's houses at night or hunting people down on the roads when you can have a walking blood bank right next to you at all times? Thralls are a nice, safe way to maintain a steady blood supply without all the danger and sneaking around. However, obtaining one isn't as easy as everyone says. First, you must get someone to like you enough to want to follow you. Then, you take them to a secluded location far from others, then use your Vampire's Seduction on them. If you succeed, bite them. Congrats, you've got a thrall. If you fail well, just like above, we can't let them live sadly. Put them down, then go find yourself another potential thrall.</p>
<p>Thralls don't have to be strong or well-armed. Any random traveler, merchant, bard, or just a plain old citizen will do. We're not always looking for protection; if you're a strong enough vampire you shouldn't need it. What we need is a traveling food supply for our long journeys. That said, a good deal of offensive capability is preferred. Makes everything easier for you if they can carry their own weight (and yours). Just be careful not to accidentally kill the weaker thralls you create if you chose to fight with them during combat. Also if your thrall goes down to one knee in combat, kill them. If they're this weak then you will have no further use for them.</p>
<p>If you've got the Dawnguard expansion installed (which you probably do if you're reading this), You may eventually come to lead the Volkihar Clan as the Master Vampire. When this happens, you'll need to supply them with fresh thralls, won't you? A cool idea is to wander Skyrim, earning the trust of mortal fools. Then you can take them to the castle to be permanently enthralled and feasted upon by your underlings (in reality you're going to kill them, but let's just pretend for a while :P). Then rinse and repeat. Make sure to do so sparingly, however, so as not to tip off the mortals to your "grocery shopping".</p>
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<p style="text-align: center;"><span class="font-size-4"><strong style="font-size: 18.6667px;">Tip #6 - Vampires have enemies all around them</strong></span></p>
<p style="text-align: center;"><em><a href="http://storage.ning.com/topology/rest/1.0/file/get/905449?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/905449?profile=original" width="750" class="align-center"></a></em><em>"...Dawnguard getting to be more than a nuisance... gather some of the hunters... teach them a lesson..."</em></p>
<p>Let's face it, vampires don't exactly have a reputation for being heroes and protectors. Especially with all the random vampire attacks on holds and cities, they are seen as monsters and abominations to nature to almost everyone in Tamriel. But there are at least two groups to be wary of: The Vigilants of Stendarr and the Dawnguard. The Vigilants aren't that much of a threat; they are, and have always, been horribly unprepared to deal with vampires. However, that doesn't mean they won't try to beat your skull in with a mace at the first sight of you. Same with the Dawnguard who, and I quote: "search out and destroy those bloodsucking scum wherever we find them". So when you see any of these guys, and you're not in armor that hides your facial features, attack them. If you don't want to fight them, either because you're too weak or you just don't feel like it, try to use Calm spells on them. If it doesn't work, sucks for you. This is the price you pay for becoming a master of the night.</p>
<p>Another potential enemy is any priest of Arkay. They are said to root out undeath wherever it may be. Last I checked, you were undead. So yea, kill those guys too when you get the time. They aren't as good at spotting vampires, but they could stand to die. Another thing to note is that, should you get caught using your vampiric powers and it nets you a bounty, getting rid of it is a lot harder than normal bounties cuz, you know, you got caught being a bloodsucking vampire. And now the whole guard knows it. Should you get a bounty in a hold in such a way, try to avoid that hold. The guards are most likely to attack you on sight. Should they catch you don't yield, don't pay a fine and don't go to jail; fight your way out of the city and never return.</p>
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<p style="text-align: left;">Well that's all I have at the moment for my guide. I'm pretty sure I'm forgetting something here and there... I hope you've enjoyed. As a vampire enthusiast I had one hell of a time writing this guide. And please, do post your constructive criticisms here. I'm always looking for suggestions so that I can make this build as great as possible for others to read. Take care, own the night, and thanks for giving this a read!</p></div>