Raela Rosewood
Guild Master
Message or PM me @taureilor in-game if you have any questions! :D
Posts: 104
Likes: 32
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Post by Raela Rosewood on Jan 2, 2018 1:19:34 GMT -5
I. Map of the Serpent Panicked whispers spread across the cities of Tamriel when, in the darkness of night, copies of the same map appear smattered over every available outdoor surface. Doors, walls, fence posts, windows-- nothing escapes the sudden assault. Communities are left shaken and littered, while city officials demand answers. Despite a coordinated event of such overwhelming size, no responsible parties are ever discovered, nor do any radicals step forward to claim ownership of the attack.
Amidst costly clean-up expenses and endless questions, many curious eyes turn to the map itself…
It’s fairly unassuming in its design: a basic ink sketch printed on cuts of parchment paper, detailing the vast forests of Greenshade. Just southwest of Woodhearth, on an island off the coast, is a distinct and intentional marking: a serpentine creature drawn curling around one hastily scrawled word: godhood.
When queries are sent out to Woodhearth regarding the meaning of these maps, reports come back that they, too, endured the assault-- and more harrowing still, on the same night the maps appeared, on the very island marked by the mysterious serpentine sketch, a large crystalline tower erected itself out the bedrock, tearing the ground asunder.
Those sent across the water to investigate this tower have not returned, and many scouts are sending more reports of a severe illness developing in Woodhearth and the surrounding areas of Greenshade. Healers are unsure what to make of it, and so far treatments have been ineffective. Many innocent citizens fall prey to fevers, hallucinations of vermin, and terrible nightmares of a watching serpent… some have even been reported to have lost their minds and memories.
Dominion officials in Woodhearth open their borders to any and all peoples willing to assist in this most dire matter, drawing the attention of healers, mages, academics, treasure hunters, and even alliance spies. Soon, the area is flooded, and a race begins to unlock the secrets of the Map of the Serpent… for surely at the root of all this turmoil and strife is a source of great and foreboding power.A. Campaign Rules- The map's appearance, its contents, and the news out of Woodhearth are all public knowledge across Tamriel via rumors, spies, and various communications networks.
- If your character visits the area of the Crystal Tower before the main campaign event: high chance of contracting reported "mysterious incurable illness." Illness side-effects include: hallucinations of vermin (bugs, rats, snakes, etc.), fever, general confusion, recurring nightmares of a watching dragon, and permanent or temporary memory loss.
- Until the main guild event, the Crystal Tower is sealed. However, on the island around the tower your character and their party will find plagued, mindless creatures of formerly humanoid origin. They are feral, do not speak, attack without reason, and spit a putrid acidic vomit at their prey. Contact with these creatures greatly increases chance of contracting the "mysterious illness."
- Players of all races, alliances, and moral alignments are welcome to participate.
- See this thread for OOC event discussion.
- "Map of the Serpent" main event date will be added to the calendar when set.
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Raela Rosewood
Guild Master
Message or PM me @taureilor in-game if you have any questions! :D
Posts: 104
Likes: 32
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Post by Raela Rosewood on Feb 22, 2018 2:18:22 GMT -5
II. Heart’s Day: Festival of the Lovers [Event]All across Tamriel during the month of Sun’s Dawn, the people come together to partake in Heart’s Day: the celebration of Lovers. In every house, the Legend of the Lovers is sung for the younger generation. In honor of these Lovers, Polydor and Eloisa, the inns of the cities offer free rooms for visitors. If such kindness had been given to the Lovers, it is said, it would always be springtime in the world.
In Wayrest, Stormhaven the celebration has become particularly famous. Over the years, as the large market began to host more and more exclusive vendors, elite clientele flocked to the city to collect rare and expensive gifts for their loved ones, procure the latest fashions, view the first-class entertainment, and sample the best street food in High Rock. Today, Wayrest is the destination of choice for all celebrants of the holiday.
This year may prove to be particularly interesting: the great Dunmer collector Lord Kovik Sadaan will be hosting an auction of his rarest artifacts. The rumours surrounding him whisper of powerful Welkynd stones, Daedric objects of power, Ayleid and Dwemer tomes full of indecipherable secrets, and even pieces belonging to a time believed to be only rumor and myth: Dragon Priest armor and dragon bones. Lord Sadaan has been the target of thieves and assassins for years due to this envious hoard, and while his appearance at the Heart’s Day festival this year promises to be lucrative for some, there will be just as many dangers concealed amidst the merriment. Whispers of a watching cult circulate...
The city is not unprepared for the danger, however, and the atmosphere is largely considered to feel optimistic and celebratory. In a time of war, Wayrest will be fortified with local guards and hired mercenaries to keep the peace, and there will be no shortage of entertainment for attendees. Stalls of fresh food and well-paired drink will line the streets, merchants will prepare their finest goods in finely packaged gift boxes, the local tavern will open its doors for free lodging, and the streets will fill with lovers, fortune tellers, and entertainers of all varieties. Truly, the Heart’s Day celebration of Wayrest, Stormhaven is a spectacle to behold.
A. Events
- Lord Kovik Sadaan’s magical artifact auction: nobles, collectors, academics, and more will be vying to procure these rare goods from Lord Sadaan. Despite his large band of hired, well-moneyed protection, and the looming local guards of Wayrest, there is doubt that the artifacts will stay safe from the grasping and greedy hands that stalk him in the shadows.
- Have your fortune read by the many attending priestesses of Dibella! Find out the future of your “love life.” Are you destined for epic romance, or the life of a promiscuous stag? How many children will you have? Does your love end in DOOM or bliss? For the small fee of 20 silver, the answers to these questions could be yours!
- Women of all races will be eligible to participate in the “Lady Eloisa” beauty competition for a prize of 500 gold and a dance with the combat champion “Lord Polydor!”
- A combat competition-- to yield-- will be held for a prize of 500 gold, the festival title of “Lord Polydor” and the opportunity to dance with the festival’s beautiful “Lady Eloisa.”
- Juggling, fire throwing, and musical performances will all be yours for the viewing in the streets of the local Wayrest market! Come watch the spectacles or dance with your loved ones!
B. Excuses to attend
- Working at the festival as a vendor or street entertainer
- Attending as a tourist
- A collector of rare artifacts there to attend Lord Sadaan’s auction
- Looking for love
- Hired bodyguard to protect elite attendees or expensive vendor booths
- Local citizens or police officials
- A spy come to observe the activity for a mysterious reason
- Wanderlust and simple curiosity
- There’s a harbor in the city and free lodging at the Inn for easy out-of-town traveling
- Anything else you can think of!
C. NPC Opportunities
- Priestess of Dibella “romance” fortune tellers
- Entertainers of any kind-- this doesn’t have to be an NPC, feel free to entertain with your PC characters too
- Cult villains, assassins, thieves-- again, feel free to use your PC for these roles if you like
D. Campaign Rules
- Players of all races, alliances, and moral alignments are welcome to attend. The city is open to all for the festival.
- You MAY kill, attack, rob, etc. NPCs. You may attempt to do the same to guild players, but you will want their OOC permission first.
- All combat and general mayhem is improvised, so be fair to each other. It may be you-vs-them IC, but OOC we’re a team, and we need to play into each other’s characters, their weaknesses, and their strengths. Boost your fellow players. Let them win sometimes and don’t be afraid to lose or take an injury. Be fair, don’t fight with your ego. Every character is expected to have weaknesses in battle. Use dice rolls or an admin if things get escalated OOC.
E. GM Notes
- If there’s an unlisted event you’d like to host during the festival, let me know and I’ll add it on.
- The event is Sat (2/24) at 4pm PST in Wayrest, Stormhaven. If you don’t have the wayshrine, we’ll have people to help you teleport in.
- For any questions or concerns, head over to the Event Discussion thread.
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Raela Rosewood
Guild Master
Message or PM me @taureilor in-game if you have any questions! :D
Posts: 104
Likes: 32
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Post by Raela Rosewood on Feb 26, 2018 21:42:36 GMT -5
III: The Collection of Lord Sadaan The Heart’s Day Festival ended in chaos. The rumors of assassins after Lord Kovik Sadaan and his rare artifact collection proved to be true. Worse still, the assassins that appeared were discovered to serve the Daedric Prince of Knowledge: Hermaeus Mora. Though many attendants of the festival fought bravely against the ambushing horde, ultimately Lord Sadaan’s life was forfeit, and Wayrest was left bloodstained and battle-torn.
The Prince Hermaeus Mora spoke of Lord Sadaan’s pride: he tread too closely to knowledge no mortals should possess... at least not without paying their due respects.
And yet… with Lord Kovik Sadaan dead, a hunt and subsequent battle will begin to claim the remainder of his hidden artifact collection. With precious rarities reported in the dozens, somewhere in Tamriel lies one of the most coveted treasure hoards in all of history.
No one knows where exactly Lord Kovik hid his collection, but many nobles are throwing money around in an effort to find the answer. His family and lawyers in Morrowind tear through his estate-- looking for any clues, racing against the others that might try to claim the fortune for themselves. One such woman is the Viscountess Shavleth, who has hired several mercenaries, independent sell-swords, scholars, and mages to track the collection down, and is offering a fair reward for any information on its whereabouts, or any of the artifacts themselves. What the noblewoman will do with them, however, is yet unknown…
There are likely others searching for the collection who have yet to appear, and all the while, the threat of the servants of Hermaeus Mora lingers on… A. Campaign guide:- Rumors about what happened in Wayrest are now public knowledge. It is not considered meta-RP for your character to have this information. Your character may know about the attack even if they weren’t at the festival.
- Lord Kovik Sadaan was a relatively famous collector, and a well-known figure among certain circles: i.e. wealthy mages, influential academics and scholars, Dunmeri elite, and wealthy collectors. His death is viewed, by some, as a great loss-- though others will see his passing as an opportunity to seize power. Knowledge about him and his passing is public.
- The sudden seizure of very rare and powerful artifacts by anyone is potentially very dangerous. Depending on who finds this collection first, the outcome could be a relief, or an even bigger problem.
- Players can start their own rumors and hunts for the location of Lord Kovik’s collection. Creating your own clues and NPCs is more than welcome.
- Players participating in this campaign have a high chance to have spies listening in the shadows around them, and may want to be wary of strangers.
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Raela Rosewood
Guild Master
Message or PM me @taureilor in-game if you have any questions! :D
Posts: 104
Likes: 32
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Post by Raela Rosewood on Mar 17, 2018 4:17:34 GMT -5
IV. The Telvanni Attack Though Woodhearth still lies in chaos and ruin, flooded with plague and a rising death toll, the truth of the “Crystal Tower” and the “Map of the Serpent” has been revealed as the beginnings of a Telvanni scheme. After a team of adventurers stormed the island of the Tower, the Altermi-styled illusions crafted by the Telvanni faded away, revealing a horrible factory of kidnapping and alchemical experiments conducted on the missing locals. The map was a lure, and the plague a test-- and the Telvanni fled to mysterious whereabouts with a powerful and unstoppable biological weapon in hand.
Healers and alchemists involved in the assault on Woodhearth have acquired select intel in several forms: a Telvanni journal in a mysterious Dunmeri dialect which likely contains information regarding the plague’s formula, the corpse of an immune Telvanni mage, and infected locals available for study in numbers beyond counting. With these resources combined, the only shred of hope in this madness is that the healers might use them to discover a cure, or how the Telvanni remain immune from their own weapon. Rumors whisper of the Telvanni’s connection to Peryite, the Daedric Prince of Pestilence, and a dangerous combination of alchemy and daedric magic at the heart of their deadly plague…
Now, in Stonefalls, in the port cities of Davon’s Watch and Ebonheart, similar plague symptoms have begun to appear among the locals. However, instead of putting their harbors under quarantine, city officials are refusing to divert or freeze trade routes, insisting that this illness is “different” from the crisis occurring in Woodhearth. With so much trade moving in and out of these cities, spreading to areas all across the Ebonheart Pact, fear is growing among more experienced observers that this may lend itself to the illness growing even more widespread.
From those in the know, darker rumors have begun to drift out of Ebonheart and Davon’s Watch: rumors that say the local officials are making deals with the Telvanni behind closed doors, and lining their pockets with the Dunmers’ gold. For two cities on the verge of crisis, a suspicious number of expensive parties and soirees have been thrown by the cities’ elite-- and they are far too relaxed for people with danger so near their own doorstep.A. Campaign Rules:- Rumors are public knowledge and all characters can know the information in this campaign. Pick this info up IC from other players, or hear it from NPCs in towns and taverns across Tamreil.
- There are three active plague zones in this campaign: Woodhearth, Greenshade, Valenwood; Ebonheart and Davon’s Watch, Stonefalls, Morrowind.
- Anyone who RPs as a healer or alchemist is welcome to start “discovering” the cure for the plague. The cure would be very complicated to make, involving alchemy and daedric magic, and is potentially unstable.
- Anyone participating in this campaign and working to stop the Telvanni plot is now a potential target for NPC or PC Telvanni assassins. Note: characters will never be permanently maimed or killed without player permission.
- Elite parties and soirees are being held all around Ebonheart and Davon’s Watch between local officials and conspiring Telvanni representatives. Corruption is widespread. What do the Telvanni want? What demands to they make behind closed doors at these parties? Send your characters in to spy and find out.
- The official hideout of the Telvanni pulling the strings behind this operation is yet unknown.
V. The Collection of Lord Sadaan [Part 2]News is quickly spreading among interested collectors and treasure hunters that the famous Lord Sadaan’s collection of rare artifacts and ancient valuables is believed to have finally been discovered in the sandy wastes of the Alik’r desert. The heir to his estate has led a team of expert cryptologists on a quest to decode Sadaan’s notes, leading to an area that is now already being excavated by the group, known as the Kulati Mines. This team has successfully uncovered an entrance to an underground chamber, which is currently being explored for traps and potential cave-ins.
Reports coming out of the area speak of unexpected obstacles during excavation-- already numerous deadly traps and magical barriers have slowed down progress into the belly of the chamber. The financiers of this excavation are paying mercenaries a handsome sum to keep the area safe from raiders after Sadaan’s collection, as well as treasure hunters who are willing to dive into the inner chamber and brave the traps or work to disarm them. They are also offering to sell pieces at auction to collectors once the excavation has proven successful.
Mysteriously, no signs of the cult of Hermaeus Mora, which attacked Lord Sadaan at the Heart’s Day Festival and sent him to his untimely end, have been seen at all during this excavation of his collection. A. Campaign Rules: - Rumors and news coming out of Alik’r regarding this discovery are public knowledge. All players can know this information.
- The area around the excavation site at Kulati Mines is very dangerous. Players RPing in this area have a high chance to be attacked by NPC raiders that are after Lord Sadaan’s collection. If players are not working for the excavation team, they will be treated with hostility by those NPCs.
- Mercenary and sell-sword players, as well as other players that have hirable roles, can play that they’ve been “hired” by the NPC excavation team working on this site. Jobs include protecting the site from raiders, exploring the inner chamber and disarming traps, and possible others.
- The underground chamber is full of traps and magical barriers. Skilled mages are required to pass the barriers.
- The final chamber where Lord Sadaan’s treasure awaits is UNREACHABLE until the guild event.
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Raela Rosewood
Guild Master
Message or PM me @taureilor in-game if you have any questions! :D
Posts: 104
Likes: 32
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Post by Raela Rosewood on Apr 2, 2018 1:11:33 GMT -5
VI. The Telvanni Attack [Update]GM note: This campaign has been ongoing for about two months, since our inception in February, and will soon be brought to an end. As we have several new members, we will likely focus on character-based RP next. Members will also have the opportunity to help plan future campaigns. In the wake of a devastating dunmeri market catastrophe, several facts were brought to light regarding the plague situations in Woodhearth, Ebonheart, and Davon’s Watch. As news begins to spread throughout a panicked public, that information reaches distant ears:
- A faction of Telvanni are behind the plague, lead by a mysterious Magister woman.
- The Telvanni are using this plague to hold various cities of Morrowind hostage. They intend to reclaim the region as their own, and force out or subjugate the remaining members of the Ebonheart Pact. According to reports, several city officials have already begun negotiating behind closed doors, or accepting Telvanni bribes.
- Ebonheart City Official Lord Zirren Rallen approached a band of adventurers working to stop the Telvanni and provided them with pertinent intel. Lord Rallen is now in one of these companion’s custody, in grave fear for his life.
- According to Lord Rallen, the Telvanni are hiding at a base on the island of Stros M’kai, where they are working on their plague. This plague is a potent blend of alchemy and dark daedric magic-- with possible connections to Prince Peryite himself. He also said that the Telvanni are using a “daedric artifact” to help formulate their immunity elixir against the plague weapon.
- The Magister behind this Telvanni faction made a brief appearance to threaten those working against her machinations, and provide them with one last chance to walk away. The Telvanni seem to have information on the adventurers’ names, friends, and families-- as if everyone is being watched, and is using this as leverage in an attempt to discourage any interference.
A. Campaign Rules:- Rumors are public knowledge and all characters can know the information in this campaign. Pick this info up IC from other players, or hear it from NPCs in towns and taverns across Tamriel.
- There are three active plague zones in this campaign: Woodhearth, Greenshade, Valenwood; Ebonheart and Davon’s Watch, Stonefalls, Morrowind.
- Anyone participating in this campaign and working to stop the Telvanni plot is now a potential target for NPC or PC Telvanni assassins. Note: characters will never be permanently maimed or killed without player permission.
- ALL IC LOVED ONES (family, friends, lovers) of participating characters are now targets of NPC Telvanni assassins. Characters may be receiving word from these loved ones that they have been attacked or worse.
- Elite parties and soirees are being held all around Ebonheart and Davon’s Watch between local officials and conspiring Telvanni representatives. Corruption is widespread.
- The official hideout of the Telvanni pulling the strings behind this operation is now known to be in Stros M'kai.
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Raela Rosewood
Guild Master
Message or PM me @taureilor in-game if you have any questions! :D
Posts: 104
Likes: 32
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Post by Raela Rosewood on Apr 6, 2018 18:17:50 GMT -5
VII. Raid the Telvanni [Event]Ebonheart City Official Lord Ziren Rallen, currently in the protective custody of mercenary Ra’Jahaan, has divulged an important tip to help those working against the invading Telvanni: They are keeping a secret daedric artifact-- supposedly one used in the creation of the plague’s cure-- under heavy guard at a ruined temple not far from their headquarters, just outside the island of Stros M’kai in Hew’s Bane.
A missive is sent out, quickly and quietly, that all able-bodied and willing allies are to report to The Serpent and the Senche Tavern in Abah’s Landing within the fortnight, where plans for a raid on this location will be formulated and carried out. A. Event Rules: - Event Time: Sat (4/7) @4pm PST
- All players interested in an anti-Telvanni raid event are welcome to join. We will meet at The Serpent and Senche, and the DM will lead the party to the raid location once everyone is gathered IC.
- Come prepared for combat. This is a raid and combat event.
- Your character will encounter high risk of injury, plague, or poisoning, as well as various traps.
- Players will have a chance to acquire a powerful (RP/IC) daedric artifact at the end of this event, as well as other loot along the way. Successful acquisition vs. potential failure will depend on the players.
- We are accepting NPC volunteers. PM the GM (teehee) for questions and details.
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Raela Rosewood
Guild Master
Message or PM me @taureilor in-game if you have any questions! :D
Posts: 104
Likes: 32
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Post by Raela Rosewood on Apr 10, 2018 20:01:44 GMT -5
VIII. Curing the Plague Hostile Telvanni scatter to the wind in the wake of a raid on their outpost in Hew’s Bane. With their leader AWOL, this sudden lack of leadership has left the faction in chaos. An intrepid raiding party has seized control of a daedric artifact the Telvanni kept hidden-- a mysterious shield that emits a powerful light and blocks even the most aggressive of attacks. This same party drove the Telvanni out of the desert, and is now using the shield in an effort to stay the plague’s further spreading. Their raid was the successful result of months-long investigations, whereupon the Telvanni were found responsible for multiple counts of kidnapping, slavery, inhumane experimentation, extortion, bribery, and terrorist attacks committed against several Alliance cities-- including but not limited to Woodhearth, Ebonheart, and Davon’s Watch.
With the Telvanni faction severely crippled, various groups of adventurers have come together to undo the damage that was done. Mages, healers, and scholars-- including representatives from the Mages Guild itself-- have begun compiling months of data in a search for answers. Multiple tissue samples have been collected, plague specimens both living and deceased have been studied, private experiments have been conducted, and some researchers have even sought out Daedric consultation-- all in an effort to find a cure or possible vaccine to the weaponized plague. With the recently recovered daedric artifact, and a translator for a mysterious Telvanni journal in hand-- an answer is surely soon to be found.
Though the threat of the Telvanni has diminished-- it is not yet fully gone. Spies and assassins linger, and the figurehead leading the faction managed to escape her execution. It is currently unknown if, when, or where she and her cohorts may resurface.
As for the affected cities-- all of Greenshade is under quarantine, her harbors and borders closed to all who aren’t part of the plague relief effort. Stonefalls is soon to follow as the situations in Ebonheart and Davon’s Watch grow ever more dire. A. Campaign Rules- Greenshade, Valenwood and Stonefalls, Morrowind are both hotbeds for plague activity. High risk of contracting the plague or encountering infected citizens when in these zones. RP atmosphere is more hostile and chaotic than normal when in these areas, with all large cities on alert.
- Plague symptoms include: fever, aches, coughing fits, madness in the form of hallucinations, memory loss, nightmares, night terrors, and confusion. A few severe cases have seen patients become feral, hostile, and eventually die.
- The journal translation, paired with the daedric artifact, will provide players with the means to begin making breakthroughs on the cure for the plague.
- The recovered shield has yet to be identified.
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Raela Rosewood
Guild Master
Message or PM me @taureilor in-game if you have any questions! :D
Posts: 104
Likes: 32
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Post by Raela Rosewood on Apr 21, 2018 16:47:47 GMT -5
IX. Summit at Geirmund's Hall [Event]Several days ago, with permission from General Ulren Eriksen of the Daggerfall Covenant, representatives of the Mages Guild established a small research garrison on the island at Geirmund’s Hall in The Rift in an effort to compile information regarding the recent Telvanni plague. Multiple tents have since been set up as areas for research and experimentation, and the island has become a new hub in the Covenant for plague research as fear grows that the illness may spread from the nearby region of Stonefalls. Merchants selling alchemical and enchanting wares have come to the area, alongside local healers with an urge to observe the on-goings and assist where possible.
Having potentially recovered from this plague, with the help of those that established the garrison, Raela Rosewood calls together a public summit on the island for all able-bodied allies and peoples willing to help stop the spread of disease. A plan of action must be made to effectively put an end to the plague, as tensions between the three warring Alliances only escalate. A missive is sent out to all who might answer the call: Come to Gerimund’s Hall. Your help is needed.
What was once a rag-tag group of adventurers has become an influential neutral faction leading the cure’s development… and this has drawn the eyes and ire of all three Alliances, who themselves still struggle with the plague, and vie to have the cure for themselves to use as tools against one another. A. Event Rules- Event is in Geirmund's Hall, The Rift @4pm PST
- Everyone is welcome to attend. There are publicly posted invitations for healers, mercenaries, sellswords, ship captains, sailors, skilled negotiators, priests and priestesses, or anyone else willing to help.
- This event will be more social, political and less scripted than other events. There will not be much, if any, combat.
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Raela Rosewood
Guild Master
Message or PM me @taureilor in-game if you have any questions! :D
Posts: 104
Likes: 32
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Post by Raela Rosewood on Apr 30, 2018 17:10:22 GMT -5
X. Curing the Plague [Part 2] Whispers out of The Rift speak of the summit called at Geirmund’s Hall: where secret plans were made to end the Telvanni carnage once and for all. Research efforts at the garrison are flourishing, and it is said that the healers and alchemists there spoke quietly of a “test” cure to the plague and how best to distribute it. Though the cure is much needed, sharing its formula is not such a safe and simple task...
As the threat of the Telvanni fades, Alliance spies hoping to use this cure for political gain rise in their stead. Now, a race against time begins as neutral parties hurry to smuggle relief and information to those in need before the Alliances can sabotage these efforts to suit their own agendas.
However, those involved are not without their own resources. Allies have been put on alert while spies, smugglers, and mercenaries are recruited to the cause. Those in the know turn their gaze to the Mages and Fighters Guilds for further assistance. If the Guilds agree to lend their support, distribution of the cure will proceed in full force, regardless of Alliance wishes. A. Campaign Rules - Everyone is welcome to participate in this campaign. You do NOT have to have been involved from the beginning-- now is the perfect time to jump in. Ask a guild-member if you need help!
- The party involved is actively recruiting: mercenaries, smugglers, ship captains, healers, alchemists, priests/priestesses, and anyone else willing to help.
- The whereabouts of the Telvanni magister are unknown. The rogue faction of Telvanni has pulled back, and they are much less of a threat.
- Davon’s Watch, Ebonheart (Stonefalls), and Woodhearth (Greenshade), which were formerly dangerous plague areas, are now safer and more under-control. While there IS still plague in this area, it is relegated to quarantine zones and risk of infection for all players has greatly decreased.
- For details about the cure’s formula, contact @taureilor, @redangrynoob, or @blood_spiller.
- Alliance spies now threaten efforts to spread the cure. Sabotage, kidnapping, and assassination are all possible dangers. All players participating in this campaign are under threat.
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Raela Rosewood
Guild Master
Message or PM me @taureilor in-game if you have any questions! :D
Posts: 104
Likes: 32
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Post by Raela Rosewood on May 24, 2018 23:14:08 GMT -5
XI. One Loose End [Campaign Finale Event]The past few months were hard fought and full of strife. Adventurers: strangers, alchemists, sellswords, mages, rogues, wanderers, healers… mer and humans from all walks of life banded together to solve the mystery of the “plague” and, as it spread, fought together to defend Tamriel from sinister Telvanni machinations. Through traps, blackmail, mind control, and harsh disease, these companions fought every obstacle-- enduring injury and loss along the way. A journey that began in Wayrest soon beckoned allies to the exotic forests of Valenwood, the perilous island of Vvardenfell, the vast deserts of Alik’r and Hew’s Bane, and the cold, rocky landscape of The Rift. Uniting under a neutral banner, drawing together political and defensive strategies, this wayward group drew the attention of all three Alliances, who marveled at the seemingly impossible tasks they accomplished together.
Now, their time is ending. What was once a unified troupe wavers when faced with a sudden lack of purpose. The plague’s cure has been discovered, and thanks to the group’s efforts, the Fighters and Mages Guilds are assisting with its neutral distribution across all alliances. Families are brought together again as rogue Telvanni camps are raided by alliance forces, and kidnapped slaves freed from bondage. The number of sick diminish-- city gates reopen. With order and prosperity once again restored, the crisis that bound the adventurers is undone. Once again, they may go their separate ways, return home, and find reverie from the chaos. Tamriel will forget their names, but not their deeds.
...There is only one loose end left to chase: the fate of Telvanni Magister Valyne Rallul, the mastermind behind the plague and its resulting destruction, remains unknown. So badly is justice craved that all three Alliances have placed on her head three separate bounties:
- The Aldmeri Dominion is offering 25,000 gold, dead or alive, for Valyne-- as well as official standing as a Dominion ally, and a private invitation to her execution.
- The Daggerfall Covenant is offering 30,000 gold, dead or alive, a large, fully-stocked ship from the Covenant Navy, and official standing as a Covenant ally.
- The Ebonheart Pact is offering 50,000 gold, alive. No questions asked.
Unfortunately, little is known about the whereabouts of the Magister. Several rumors recently popped up that she was spotted skulking incognito around the Gold Coast, attempting to coordinate with her remaining allies… but the sources could not be confirmed. Without a solid lead, it is likely the Magister will never answer for her grievous crimes… A. Campaign Rules - Our campaign finale event will be held Saturday (5/26) @4pm PST, beginning in Kvatch. It is a RAID event, and will be heavily combat based. You need ESO+ or the Dark Brotherhood DLC to participate.
- ALL guild players are welcome to participate. Prior participation in the campaign is not required.
- Volunteers wanted for: NPC civilian roles, NPC villain roles. Please contact @taureilor for details.
- If you need help thinking of ways to become involved, please contact @taureilor or another mentor, playwright, or admin.
- There WILL be “loot” for characters to recover during this event.
- This event will mark the end of our Telvanni Plague campaign. Thank you to everyone who’s been on this journey with us!
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Raela Rosewood
Guild Master
Message or PM me @taureilor in-game if you have any questions! :D
Posts: 104
Likes: 32
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Post by Raela Rosewood on Jun 1, 2018 17:28:12 GMT -5
XII. Going Home [Campaign End]Telvanni Magister Valyne Rallul, lead conspirator of a terrorist faction, creator of the deadly plague, and the source of so much widespread destruction… is finally dead. Five adventurers caught her at the Gold Coast in a targeted raid, stopping her as she prepared to flee to parts unknown. She attempted to intimidate and bewitch the group-- set traps, sent conjured beasts and hired guards against them-- and when all else failed, challenged them herself… but it was all in vain. The confrontation was violent, and she fought to the death, only to lose.
In the aftermath, the victors put her head in a bag… and claimed the bounty on her life placed by the Daggerfall Covenant, receiving 30,000 gold coins to split between them, and a retired but well-kept schooner from the Covenant Navy. The Ebonheart Pact has rescinded their reward offer. They wanted her alive, and there are growing reports that House Telvanni is claiming they’ve been denied proper justice. The Aldmeri Dominion, on the other hand, is still offering their bounty in exchange for proof of death, simply pleased that the chaos is laid to rest.
One daedric artifact remains behind-- Spellbreaker-- kept hidden and secret, so no one like Valyne might use it again. What to do with it is still a matter of debate. Those who knows of its existence are torn between two options-- study it, or destroy it. Is the pursuit of knowledge worth the risk the artifact poses?
Many questions linger, but by and large the matter is finished. Already, life has returned to normal for most of the attacked cities, and those involved are now finally free to move on. There is no more talk of plague, and any allies of Valyne’s have been chased into hiding… for now. With ship and cash in-hand, it is time for the victors to celebrate.
Valyne’s death caused the abandonment of a very interesting property: a large, ancient Dark Brotherhood sanctuary carved into the stone beneath Kvatch. Though badly damaged in the fight and laced with traps, it’s a roomy space with an abundance of both fresh and hot-spring water. Best of all, it connects to a hidden cove where ships may sail in and out without notice. Seeing an opportunity, a few of the victors purchased this property, and have been working since then to clean the place up (the sleep-inducing toxic fungi have GOT to go) and make it liveable. Though the exact purpose for the space remains vague, one thing has become clear-- having a place to lay low is not a terrible idea. A. Campaign Finale Notes- Thank you to everyone who participated!! This campaign was a wild ride, and it wouldn’t have been possible without you.
- There may be lingering tensions with House Telvanni or the Ebonheart Pact for those characters who participated in fighting Valyne or her henchmen.
- Daedric artifact “Spellbreaker” remains in the party’s custody for safekeeping and/or study.
- This Telvanni + plague campaign is officially over. There may be loose tie-ins in future plots, but now guild events will focus on new ideas and stories.
B. Guild Hall Opening + Rules - The guild hall will be open for all RP starting Saturday (6/2) @4:00pm PST (7:00pm EST).
- The guild hall is an IC space. Different areas have different RP purposes (forge, hot springs, stage, swimming area, bathing area, kitchen, bar, etc.), and if you need help, don’t hesitate to ask!
- The guild hall is NOT finished being decorated, but you MAY still use it for RP. As far as our characters are concerned, we’re still moving in. ;D
- No ERP in the GH. Keep it private, please.
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Raela Rosewood
Guild Master
Message or PM me @taureilor in-game if you have any questions! :D
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Post by Raela Rosewood on Jun 9, 2018 18:34:26 GMT -5
XIII: Hidden Caves [Guild Hall]There is an ancient cave system beneath the city of Kvatch, on the Gold Coast-- one decorated with intricately carved motifs of the Night Mother, speaking to its origin as a Dark Brotherhood den. Though the caves were abandoned by the assassins long ago, the system has a long history of being passed from hand to hand, as various groups of vagrants and criminal organizations made use of the space throughout the years. Smooth, flattened stone shows a visible wear-and-tear, and living spaces hewn in the rock have been haphazardly extended, but never fully polished. Waterfalls that cascade out from underground mountain springs have formed an eroding river, which produces a constant supply of hot and cold freshwater that churns together to create a pleasant swimming temperature. The air has a pleasant humidity, and the back of the caves open up into a vast, hidden cove which itself spills out to the Abecean Sea-- a perfect port for the area’s long history of illicit activity. Though abandoned often, and only temporarily settled until recently, it is a piece of property that’s easily maintained its value over the long years.
Now, after a lengthy confrontation with a Telvanni terrorist-- who was using the caves to hide-- the system has been acquired by Raela Rosewood and her companions. Despite it’s haggard state when first arriving, the area’s since been (mostly) cleared of the deadly traps that were laid within and made fit for a large company to live and work rather comfortably. Many of the new founders operate their businesses out of the property, and it’s become a bustling hub of neutral-- and in true fashion to its history, not always legal-- trade activity. It’s become a semi-public destination for friends-of-friends and anyone willing to share in trade, stories, or drink.
When first entering the caves, weary travelers are met with the stables and market area, where vendors with goods to trade are allowed to set up temporary carts and sell their wares. Because there is no political allegiance or official authority, not all of the goods are from necessarily “legitimate” sources. Indeed, many of the patrons are dressed akin to pirates or smugglers. Nearby, the main chamber holds a large entertainment area, where the center stage is surrounded by an upper bar, game tables, and a swimming area built around the natural hot springs. Venturing further into the cave, the rear chambers hold the larger living area, where a collection of work and relaxation spaces can be found. Beds for sleeping and a clean bathing area are housed in a private wing. The interior bar is growing into a popular, albeit informal tavern, casually referred to as “The Headless Witch,” after the Telvanni Magister that was slain there. Talented artisans have workspaces nestled away to practice their craft in relative peace, and upstairs a fighting ring has been haphazardly designed for sparring and training. If one is lucky, they might catch a glimpse of The Gravy Boat docked at the secret cove in the back. Overall, it’s a comfortable and welcoming space to those who are willing to abide its rules.
The rules themselves are simple: no murder, no stealing, no on-duty authorities. Everyone with a story to tell, a job to find, or a trade to offer is welcome, but the location itself is kept on a level of need-to-know secrecy to maintain its convenient lawlessness. Many people find out about the place through a friend-of-a-friend, or a vague rumor. Sometimes people wander in on accident, thinking they’ve found something ancient and forgotten, only to find themselves mistaken but nonetheless welcomed. Occasionally, a discreet invitation will go out to local populations, inviting everyone to a trade event or party-- but nothing to alert too much suspicion or attention. It’s not that the public is unwelcome, but a certain mystique and aura of discretion is good for business. All in all, the place is simply an underground market and hall, with a dubious etiquette to match. A. Guild Hall Rules & Breakdown - What: Underground Market, informal Tavern, Smuggling Cove, Residence
- Alliance: Neutral
- Reputation: Discreet, semi-public
- Property Owner(s) and Authorities: Raela Rosewood, Aslat, Pherron Do’Urden, Viyana Tasi, Barhelfin, Carl
- Location: Kvatch, Gold Coast
- You DO NOT need the Dark Brotherhood DLC to enter the guild hall!
- To travel to the guild hall: guild menu > guild roster > select player @taureilor > travel to primary residence
- Everyone is welcome to RP at the guild hall. It’s a space that has many different functions, so if you have any questions, just ask!
- The guild hall is an IN-CHARACTER zone. You may be OOC at the hall, but please let others know and don’t interrupt ongoing RP. Be respectful!
- No public ERP. All guild rules apply.
- The hall does have IC owners, rules, and security. Think of the atmosphere like a casino: everyone is welcome inside, but if you don’t play by House rules you’ll get thrown out.
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