Katastrophe
King of Tales
This is the OOC thread for the idea that was started here. Essentially, we create a character and play the game starting in a town I randomly assign you. In-game, it's just like playing the game. In the roleplay, as you reach areas in the game, you'll encounter them the way they are left by those who have come first. In this post, I'll outline the rules for this roleplay. In the next post, I'll discuss how you can join.
In Character Thread
In-Game Restriction Rules:
In Character Thread
In-Game Restriction Rules:
- If playing on PC, please disable any and all mods that aren't cosmetic. You may also not use console commands.
- Your difficulty should be set to 'Expert'.
- It is recommended that you reduce your Brightness to around 50% - this really adds to the immersion, in my opinion.
- We are using an alternative to the 'Dead is Dead' rule. If you die, you are considered to be knocked unconscious. All items you have (except keys and otherwise important items that you can't normally drop) must be removed from your inventory (NOT SOLD!). When you respawn, either drop them or put them into a barrel or something. You may not get them again. An exception would be any article of clothing you have, a dagger of any kind (your choice), and 10% of your carried septims.
- Please limit your carrying capacity to half your in-game capacity.
- You may not loot any weapon or armor that is marked as equipped from any dead body, with the exception of arrows. These items are considered broken, badly damaged or otherwise not worthy of your use.
- Please sleep for roughly 8 hours per day.
- Please disable the "Show Quest Markers" and also disable your quest tracker (or disable your compass on PC).
- No fast travel allowed except through carriages and the ferrymen.
- Dawnguard is not required, but highly recommended. For the sake of the roleplay, we will assume Dawnguard is active.
- In regards to shouts, because you're not the Dragonborn, you do not learn shouts as easily. Every 5 levels, you may spend a dragon soul to learn a shout. This means that by level 81, you can use a total of 16 dragon spirits.
- Your posts should include just a single day's activities.
- Please do not post two or more times in a row.
- At the top of your post, please (in some manner), show where your character is at the start of your post. Such as "Mercer Fray - Ragged Flagon - Enjoying his Mead" or "Astrid - Looking for new recruits in the Bannered Mare".
- At the bottom of your post, please (in some manner), show where your character is at the end of your post. Such as "Mercer Fray - Riverwood - Robbing Gerdur" or "Astrid - Plotting in the Falkreath Sanctuary".
- All your character's speech should be in a color while thoughts or dreams should be in the same color but in italics. Please do not use the default color for these thoughts and speeches. All NPCs, in mod posts and your own, should use this color (#CCFFCC). You may not use that color for your character.
- Posts should be made in third or first person, present or past tense. While journal entry style posts are a welcome addition, they should not be your main post. This is in order to allow interaction with other players, as journals are made after the fact.
- Added 8/21/12: The first person to be named Thane of a city is named Thane and is so for life, unless the character is killed, chooses to step down, or receives a bounty within the city. If the position of Thane is available and someone else, in their game, has gotten the title, they may contact a mod who will give them a quest from the Jarl to complete and, upon completion, they will be the new thane. You cannot be Thane at more than one city.
- Added 8/21/12: The house in the city belongs to the Thane of the city, after they purchase it. Even if the city has a Thane who has not purchased the house yet, you cannot purchase it. If a player loses their title of Thane, they also lose their right to live in the house.
- Added 8/21/12: Due to the limited number of houses, players may purchase a home in-game (but not in the roleplay) when they want to/can, but make their 'home' as any place in Skyrim. A cave, an abandoned shack, an empty boat... whatever. You may store things in the house in-game, but say they are stored in your 'home' in the roleplay. This is to prevent your things from disappearing on you. Acquiring items is the only time fast-travel is allowed! Simply mark the time you're getting your things, fast travel to your house and get them, fast travel back, and then wait until you're back to the time you started, though no doubt it'll be a different day.
- Added 8/23/12: In regards to daedric artifacts and their quests... these can be completed once. If an artifact is destroyed, it cannot be redeemed. Artifacts, in addition to their in-game properties, allow the player to 'hear' the Daedra that gave them the artifact, as well as having the following roleplay properties:
- Dawnbreaker - When drawn, ignites in flames.
- Ebony Blade - The wielder is haunted by the spirits of those s/he betrays.
- Mace of Molag Bal - The mace captures the souls of those it kills and they often whisper to the wielder.
- Mehrune's Dagger - Often tugs the player in the direction of a murder committed by another player.
- Sanguine's Rose - The player often acts compulsively, excessive drinking is often a side-effect.
- Skull of Corruption - Player can see flashes of memories from other players.
- Volendrung - After the player uses the weapon, the weapon disappears when the player sleeps. It's new location is randomly chosen by a moderator.
- Wabbajack - Player often descends into madness, suffers hallucinations, etc.
- Ebony Mail - The player has a venomous attitude.
- Masque of Clavicus Vile - Other players are often persuaded to do the wearer's will.
- Ring of Hircine - Player becomes more animalistic.
- Ring of Namira - Players becomes a cannibal.
- Savior's Hide - Player becomes more animalistic.
- Spellbreaker - Often warns player of danger.
- Azura's Star/Black Star - Azura/Trapped spirits often speak to the player.
- Oghma Infinium - Reading the book will answer any question the player desires.
- Skeleton Key - Can be used on other players as a sort of "truth serum".
- If you marry an NPC in-game, the NPC is considered the Player's wife throughout the game and can only be interacted with IC where she would be found in that player's game. She cannot be married by another Player.
- The same rule as above can be applied to Followers.
- When any named NPC is killed, their name, location of their body, and any significant details must be posted in the OOC thread. That NPC cannot be interacted with by any other player in the roleplay. Killing of NPCs is extremely frowned upon, especially the Hold's guards...
- The main questline is to be ignored. Although you may opt to have been present in Helgen when Alduin attacked, you were not the character on the block at the moment of the attack. You did not escape with Hadvar or Ralof. You were not the mythical Dragonborn. That was a nameless Stormcloak soldier - not your character.
- In regards to the main questline, one player may complete the Bleak Fallows Barrow questline and be present at the killing of the dragon at the Western Watchtower. However, that player does not absorb the dragon's spirit - the Greybeards do not call. The dragon simply dies.
- All Hold guards are controlled by Mods except in light conversation and interaction. For example, if you ask a guard which way to Jorvaskr, you can roleplay them pointing you in the right direction. If a guard helps you kill a dragon, you may roleplay that, too. If you are caught committing a crime and choose to fight the guard, you can roleplay that, too. Moderators keep the continuity... for example, if you kill someone and do not receive a bounty in-game, the crime does not go unnoticed in the roleplay. Guards will actively be searching for evidence in order to track down the murderer and/or thief. Be aware of this.
- All named NPCs that cannot be killed (and all the Jarls, including their major companions such as house carls) are controlled by moderators, again except for light interaction.
- All guild leadership is as it is at the start of the game, and their questlines do not exist in the roleplay. The leadership and all NPCs within are controlled by moderators. We will give you in-game things to steal, people to pickpocket, targets to assassinate, etc.
- Daedric quests, and their artifacts, are first come, first serve. Same goes for other major quests such as Markarth's.