DarkEastwood
Active Member
This is another one of the those character journals inspired by BIGwooly's journal of Hrisskar.
Backstory
Fedave's father was a member of the Morag Tong back in the day. After the destruction of Red Mountain, he migrated to Cyrodiil. After a about a hundred years of living pracefully in Bruma, he had a child. This was, as you expect, Fedave. Another hundred or so years later, his father grew ill and revealed his past to Fedave. Fedave, although surprised and confused, embraced his fathers past as his own. the Morag Tong was in his blood. His father died, along with his mother. Grief overcame him, so he decided to migrate north. Cyrodiil reminded him too much of how much he was attached to his parents. He wanted to pass on the legacy of the Morag Tong. He swore an oath that he would become an assassin of honor and justice someday. He will impact the province of Skyrim for the better.
Play Restrictions
- difficulty set to 'master'
- Must drop everything once out of Helgen
- No looting a kill that wasn't yours. If you fairly comtributed, you may take an appropraite amount of loot.
- Looting and other actions take time. Wait the appropriate time.
- No accepting charity (no taking supplies from Alvor, or taking the cabbages in the middle of town)
- HUD set to 0%
- only carry 25% of what game allows
- All armor must fit. To figure out if will fit or not, you must get heads on a coin flip. For armor that is bought, it doesn't require a coin flip.
- only carry 30 arrows max
- may not harvest unreasonable items (if a dead elk has a garnet don't take it)
- may not activate overpowered/unrealistic perks (like conditioning; heavy armor weighs nothing)
- must sleep for at least 8 hours every day (allowed to make rare exceptions)
- must eat 3 meals a day (allowed to make rare exceptions)
- may not use smithing or enchanting (must find/purchase all gear. You may improve gear though. Just no forging new gear.)
- Must fully sheathe weapon to use a potion or poison.
- may not swim while wearing armor
- may not enter freezing water unless on a horse
- may not use in-game map unless at a settlement
- may not fast travel unless by cart
- may not use of exploits
- may not cut wood for money
- may only use manual saves after sleeping (resting)
- when character dies must load from a previous manual save
- may only use auto-saves in the event of a game freeze or a glitch
- if character dies must stay at an inn for 7 days and spend 300 gold with the innkeep
- In order to get a perk, you must learn it from someone associated with that perk. (Ex. Bladesman can be learned from Amren)
- More advanced perks, require people with more advanced skills. (Ex. Aela, Karliah, and Angi are the only ones that can teach top tier Archery perks)
- You must do something for the trainer in order to recieve the perk. It can be giving them money, a special item, a certain quest, become thane of the hold, or any other way that'd typically make them your friend. You only need to do this once if you plan on returning for more training.
- Learning this takes time. 2 hours for low tier perks, 4 hours for top tier.
- Followers must be fed 3 times a day
- a companion may carry 10% of your carry ability
- when a companion dies they are dead, no save loading
- All followers must be paid 10 gold an hour that they are in your service. - - If they die in your service, you must pay 300 gold to the followers family, friend, or anybody else that seems appropriate of the inheritence.
- No looting a followers body.
- If you see a follower as more of a friend than a mercenary, then rather than paying them, you must split the loot in half. This also removes the carry bonus. You still must pay a follower's family if they die though.
- horse may carry 10% of your own carry ability
- you may not access the 10% that your horse is carrying during combat
- horse must be fed 5 points of health per day (it is assumed horse will also eat grass)
- If a horse dies, no save loading
Character Restrictions
- No use of magic, other than Restoration
- No use of Racial Powers
- No stealing
- Make Roleplay appropriate decisions
Backstory
Fedave's father was a member of the Morag Tong back in the day. After the destruction of Red Mountain, he migrated to Cyrodiil. After a about a hundred years of living pracefully in Bruma, he had a child. This was, as you expect, Fedave. Another hundred or so years later, his father grew ill and revealed his past to Fedave. Fedave, although surprised and confused, embraced his fathers past as his own. the Morag Tong was in his blood. His father died, along with his mother. Grief overcame him, so he decided to migrate north. Cyrodiil reminded him too much of how much he was attached to his parents. He wanted to pass on the legacy of the Morag Tong. He swore an oath that he would become an assassin of honor and justice someday. He will impact the province of Skyrim for the better.
Play Restrictions
- difficulty set to 'master'
- Must drop everything once out of Helgen
- No looting a kill that wasn't yours. If you fairly comtributed, you may take an appropraite amount of loot.
- Looting and other actions take time. Wait the appropriate time.
- No accepting charity (no taking supplies from Alvor, or taking the cabbages in the middle of town)
- HUD set to 0%
- only carry 25% of what game allows
- All armor must fit. To figure out if will fit or not, you must get heads on a coin flip. For armor that is bought, it doesn't require a coin flip.
- only carry 30 arrows max
- may not harvest unreasonable items (if a dead elk has a garnet don't take it)
- may not activate overpowered/unrealistic perks (like conditioning; heavy armor weighs nothing)
- must sleep for at least 8 hours every day (allowed to make rare exceptions)
- must eat 3 meals a day (allowed to make rare exceptions)
- may not use smithing or enchanting (must find/purchase all gear. You may improve gear though. Just no forging new gear.)
- Must fully sheathe weapon to use a potion or poison.
- may not swim while wearing armor
- may not enter freezing water unless on a horse
- may not use in-game map unless at a settlement
- may not fast travel unless by cart
- may not use of exploits
- may not cut wood for money
- may only use manual saves after sleeping (resting)
- when character dies must load from a previous manual save
- may only use auto-saves in the event of a game freeze or a glitch
- if character dies must stay at an inn for 7 days and spend 300 gold with the innkeep
- In order to get a perk, you must learn it from someone associated with that perk. (Ex. Bladesman can be learned from Amren)
- More advanced perks, require people with more advanced skills. (Ex. Aela, Karliah, and Angi are the only ones that can teach top tier Archery perks)
- You must do something for the trainer in order to recieve the perk. It can be giving them money, a special item, a certain quest, become thane of the hold, or any other way that'd typically make them your friend. You only need to do this once if you plan on returning for more training.
- Learning this takes time. 2 hours for low tier perks, 4 hours for top tier.
- Followers must be fed 3 times a day
- a companion may carry 10% of your carry ability
- when a companion dies they are dead, no save loading
- All followers must be paid 10 gold an hour that they are in your service. - - If they die in your service, you must pay 300 gold to the followers family, friend, or anybody else that seems appropriate of the inheritence.
- No looting a followers body.
- If you see a follower as more of a friend than a mercenary, then rather than paying them, you must split the loot in half. This also removes the carry bonus. You still must pay a follower's family if they die though.
- horse may carry 10% of your own carry ability
- you may not access the 10% that your horse is carrying during combat
- horse must be fed 5 points of health per day (it is assumed horse will also eat grass)
- If a horse dies, no save loading
Character Restrictions
- No use of magic, other than Restoration
- No use of Racial Powers
- No stealing
- Make Roleplay appropriate decisions