I am going to use this thread to post information about the game. If this is something that interests you, I'd love some feedback.
Crunchy Bits
I'm using some of the optional rules from the books, like overrun and stuff. That list is probably not interesting. Obviously, because I'm not a self-hating idiot, we are not using alignment. Rather than use the inspiration rules, which require the DM to memorize everyone's character sheet and always recognize good roleplaying, every PC has the Lucky feat and the players decide when something is in-character enough to result in inspiration, which refreshes a spent luck point. It requires players to be mature and try to limit it to roughly once per session, but my group handles that really well.
I haven't touched the classes, and though the D&D classes don't fit the lore of the setting, the parts of the lore that refer to things like "thief-acrobat" and "spellsword" aren't broken by using D&D classes. There's been some re-fluffing of the classes though: clerics worship the Eight Divines while druids are "priests" of the Old Ways, which depends on cultural traditions (like Argonian druids are of the Hist, etc); paladins are servants of a single divine (like the Vigilants) or daedric lord; monks are renamed Dremorites, being people who are in the process of transforming themselves into something similar to a dremora, through devotion to the Daedra. Monks are even stranger mad cultists than warlocks, as that's the only way I could justify them fitting in the setting.
The playable races are: Altmer, Argonian, Bosmer, Breton, Dunmer, Imperial (subraces: Colovian and Nibenese), Khajiit (there are 8 subraces, each having a -rhat version that is "slightly bigger" descriptively, but only 4 of the subraces are playable humanoids - each of these has stats to differentiate them from the rest, and one of the 4 is the only option available for playing a Small character), Nord, Orsimer, and Redguard. I've seen people try to use the races in the book for these, but after you get past the short list of the three elves, half orcs, and humans, it all breaks down. So I pulled abilities from the races and tweaked them somewhat to make new races. The end result is interestingly different from D&D. I haven't done a write-up that details which races have accents that make them sound British, so we have retained that time-honored inconsistency from the video games. You can be any race and sound English or American, it's okay.
Races in Detail
Each race has a description and a list of names in the document I handed out to the players. For brevity, I'm omiting that here, though nearly all of it was clipped from the best wiki resources I could find, so you could just check that out if you want.
Men
The race of man, or humans, came from both the far north and the far west, invading Tamriel. All men have a lifespan of roughly a century.
Breton
Ability Score Increase. +1 Intelligence, +1 Wisdom, +1 Charisma
Size. Bretons have average builds, and their height is between 5 and 6 feet. Medium size.
Speed. 30 feet
Magic Resistance. You have advantage on all saving throws versus spells and magical effects.
Intrigue. Proficiency in either the Insight or Deception skill.
Languages. You can read and write Bretony and Imperial.
Imperial
Size. Imperials have average builds, and their height is between 5 and 6 feet. Medium size.
Speed. 30 feet
Languages. You can read and write Imperial plus an additional language of your choice.
Subrace. Two main cultures inhabit the Imperial Heartland: the Nibenese and Colovians.
Nibenese
Ability Score Increase. +2 Charisma, +1 to two others
Voice of the Emperor. Proficiency in one of the following: Persuasion, Insight, Intimidate, or Deception.
Education. Proficiency and Expertise (add your proficiency bonus twice) in a skill of your choice.
Colovian
Ability Score Increase. +1 to four ability scores
Legion Traditions. Proficiency in light armor and one martial weapon
Specialized Training. You may select a feat.
Nord
Ability Score Increase. +2 Strength, +1 to either Constitution or Wisdom
Size. Nords are strong and tall, often over 6 feet. Medium size.
Speed. 30 feet
Blood of the North. You are naturally adapted to cold climates and gain advantage on saving throws against cold damage.
Nordic Battle Training. You are proficient with a martial weapon and a martial two-handed weapon, as well as light armor.
Battle Cry. As a bonus action you can let out a mighty roar and spread terror in your wake when you fight. All enemies who can easily hear you must succeed on a Wisdom saving throw or be frightened for 1 minute. The targets can repeat the saving throw at the end of each of its turns, ending the effect early on a success. The difficulty is 8 + proficiency bonus + Charisma modifier (if positive). You regain the use of this ability after finishing a long rest.
Woad. You gain +1 hit point per level.
Languages. You can read and write Nordic and Imperial.
Redguard
Ability Score Increase. +2 Constitution, +1 to either Strength or Dexterity
Size. Redguards are strong and tall, often over 6 feet. Medium size.
Speed. 30 feet
Yokudan Blood. You have advantage on saving throws against poison, and you have resistance against poison damage.
Redguard Weapon Training. You are proficient with the longsword, scimitar, shield, javelin, and net.
Desert Walker. You have proficiency with Constitution checks related to walking or working for hours without rest, and surviving without food or water.
Fighting Training. You gain a +1 bonus to hit when using a melee weapon with which you are proficient.
Languages. You can read and write Yokudan and Imperial.
Mer
The race of mer, also called elves, invaded Tamriel before the races of men came. All mer have a lifespan of more than two centuries, though orsimer rarely allow themselves to live so long.
Altmer
Ability Score Increase. +2 Intelligence, +1 to either Wisdom or Charisma
Size. Altmer are very tall, sometimes as tall as 7 feet, but they have slender builds. Medium size.
Speed. 30 feet
Mer Blood. Advantage on saving throws against disease
Arcane History. Proficiency in the Arcana skill
Cantrip. You know one cantrip of your choice and use Intelligence to cast it.
Highborne. If you are able to cast 1st level spells, you have one additional 1st level spell slot. If you are able to cast 4th level spells, you have one additional 2nd level spell slot. If you are able to cast 6th level spells, you have one additional 3rd level spell slot. If you are able to cast 8th level spells, you have one additional 4th level spell slot and one additional 1st level spell slot.
Languages. You can read and write Altmeris and Imperial.
Bosmer
Ability Score Increase. +2 Dexterity, +1 to either Intelligence or Wisdom
Size. Bosmer are smaller and more delicate than other races, and are barely over 5 feet in height. Medium size.
Speed. 35 feet
Mer Blood. Advantage on saving throws against disease
Beast Tongue. Proficiency in Animal Handling and you can speak with animals. This is not the same as speaking with fellow mer, being mostly animalistic sounds and non-verbal communication typical of the animal’s type. You can convey simple messages this way. You cannot gain information from an animal that is above its understanding of the world. You can for example ask if people went this way, but not the faction of the people. You can use your social skills (such as intimidate and deception) normally against any natural beast.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Bosmer Weapon Training. Proficiency with the blowgun, dagger, longbow, and shortbow.
Languages. You can read and write Bosmeris and Imperial.
Dunmer
Ability Score Increase. +2 Dexterity, +1 to either Strength or Intelligence
Size. Dunmer have slight builds, and their height is between 4 and 6 feet. Medium size.
Speed. 30 feet
Ashlander. You have fire resistance
Ancestor Spirit. You can invoke an Ancestor Spirit once per long rest. Invoking a spirit is a bonus action. The spirit lasts a number of rounds equal to your proficiency bonus. It is translucent and cannot be attacked. Every round it takes one move and one action, which it can use to attack or channel an evocation spell. It’s modifier to hit is +3 + your proficiency modifier. On a hit it deals damage as though the target were hit with chill touch cast by a wizard of your level.
If the spirit channels an evocation spell instead of attacking, it has to use one of your spell slots to cast an evocation spell you are able to cast. This does not require a somatic component on your part, and if the spell has material components that could be handled by a spell focus, the spirit acts as the spell focus. The source of the evocation spell is the spirit, for the purposes of determining range.
Languages. You can read and write Dunmeris and Imperial.
Orsimer
Ability Score Increase. +2 Constitution, +1 to either Strength or Wisdom
Size. Orcs are tall and muscular, and their height is around 6 feet. Medium size.
Speed. 30 feet
Berserker Rage. As a bonus action, you enter a berserk rage which lasts a number of rounds equal to double your proficiency bonus. When your rage begins you gain 1d6 + your level in temporary hit points. While enraged the first attack or spell attack you make that successfully deals damage each round deals additional damage equal to your proficiency bonus. You can use this ability once per long rest.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Orsimer Smithing. You have proficiency and expertise with Blacksmith’s Tools.
Orsimer Weapon Training. You are proficient with the light hammer, maul, and morningstar.
Languages. You can read and write Orcish and Imperial.
The Beast Races
Argonian
Ability Score Increase. +2 Intelligence, +1 to either Dexterity or Wisdom
Age. Argonians mature at about the same rate and live about as long as men.
Size. Argonians have average builds, and their height is between 5 and 6 feet. Medium size.
Speed. 30 feet, swim speed 40 feet
Amphibious. You can breathe under water indefinitely
Cold Blood. You have resistance against poisons and non-magical diseases. You have advantage on saving throws against poison and diseases. You are naturally adapted to a hot climate.
Scales. Your base AC is 12 + Dexterity when not wearing armor.
Histskin. When you spend a hit die to regenerate health during a short rest, you have advantage on the roll.
Languages. You can read and write Jal and Imperial.
Khajiit
Ability Score Increase. +1 Dexterity
Age. Khajiit mature at about the same rate and live about as long as men.
Size. Khajiit can be found in various builds and heights. Medium size.
Speed. 30 feet
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Claws. Your unarmed attacks deal 1d4 damage instead of 1 damage. If a feat or class feature would improve the damage of your unarmed attacks, you instead gain a +1 racial bonus to damage rolls with unarmed attacks. You deal slashing damage instead of bludgeoning, if you choose to deal damage in this manner.
Languages. You can read and write Ta’agra and Imperial.
Subrace. There are 16 morphologies of Khajiit. The form of the offspring of any Khajiit is determined by the phase of the moons, or the lunar lattice, at the time of birth, though the time of birth seems largely dependent on location. There are 2 forms associated with each of the four phases of Masser, and each of those eight forms has a paired form (ending in the suffix –raht, and usually a larger version of the two) determined by the phase of Secunda. The 8 primary Khajiit morphologies are the Ohmes, Suthay, Cathay, Tojay, Alfiq, Dagi, Pahmar, and Senche. One additional form, called the Mane, is unique and held in high esteem. Some Khajiit forms are quadrupedal; they retain the keen intelligence of the Khajiiti, having the ability to understand the spoken word of others, although unable to respond. It is possible some are able to cast spells. Quadrupedal Khajiit are not suitable for player characters. Nearly all non-Khajiit don’t care or know about any of this, and simply understand that not all Khajiit have to look the same.
Ohmes
Similar in many ways to mer and men, save for their tails and short, light-colored fur, the Ohmes may easily be mistaken as one of the other races at a distance. Unlike the many other forms of Khajiit who walk like cats upon the balls of their digitigrade feet, Ohmes walk on their heels, with human-like feet. They are very commonly seen outside the province of Elsweyr.
Ability Score Increase. +1 Intelligence, +1 to either Dexterity or Charisma.
Legerdemain. Proficiency in Sleight of Hand and either Investigation or Deception
Keen Hunter. When you gain a proficiency in a skill you may choose Investigation. If you are already proficient in Investigation and you gain a proficiency in a skill, you may choose to gain Expertise in Investigation.
Suthay
Similar in height and build to the race of man, the Suthay are one of the most common forms of Khajiit. Their coloring ranges from dark brown and orange, to light yellow, both with and without stripes and spots. The Khajiit most commonly seen in eastern Tamriel are Suthay.
Ability Score Increase. +1 Dexterity, +1 to either Strength or Intelligence.
Silent Hunter. Proficiency in Acrobatics and Stealth
Bestial Run. If you are carrying nothing in your hands you may drop to all fours. When you do so your base land speed changes to 40.
Cathay
Similar to the Suthay form, Cathay coloring is always black and they possess greater stature and strength. Cathey usually live among Suthay.
Ability Score Increase. +2 Strength.
Panther Men. Proficiency in Athletics and Intimidation
Bestial Run. If you are carrying nothing in your hands you may drop to all fours. When you do so your base land speed changes to 40.
Tojay
A quadrupedal form of Khajiit, similar to a small puma. They live in the southern marshes and jungle regions of Elsweyr, and in the Tenmar forest. Tojay are not suitable for player characters.
Alfiq
A quadrupedal form of Khajiit, virtually indistinguishable from a housecat. They live throughout Elsweyr, but they rarely make it known that they are Khajiit, even to others of their own kind, and so could live elsewhere without anyone knowing. Alfiq are not suitable for player characters.
Dagi
A less-common form of Khajiit, Dagi live in the trees of the Tenmar forest. Due to their smaller size and light weight, they are able to dwell in the higher branches which even the Bosmer cannot reach.
Ability Score Increase. +1 Dexterity, +1 Wisdom.
Size. Small size
Speed. 30 feet, climb speed 30 feet
Claws. Your unarmed attacks deal 1 damage, but can be either slashing or bludgeoning damage.
Nimbleness. Creatures a larger size than you can obscure you for hiding, and do not block your movement.
Bestial Run. If you are carrying nothing in your hands and not wearing heavy armor you may drop to all fours. When you do so your base land speed changes to 40.
Pahmar
A quadrupedal form of Khajiit, similar to a tiger. They are common in Elseweyr, especially in the cities where they serve as guards. Pahmar are not suitable for player characters.
Senche
A quadrupedal form of Khajiit, similar to a lynx in appearance and a pony in size. They are commonly used by other Khajiit as steeds, presumably willingly. The Senche-raht are more than double the size, and are notably used in battle, whence they earned the title "battlecats" from Imperial troopers. Senche are not suitable for player characters.
Each race has a description and a list of names in the document I handed out to the players. For brevity, I'm omiting that here, though nearly all of it was clipped from the best wiki resources I could find, so you could just check that out if you want.
Men
The race of man, or humans, came from both the far north and the far west, invading Tamriel. All men have a lifespan of roughly a century.
Breton
Ability Score Increase. +1 Intelligence, +1 Wisdom, +1 Charisma
Size. Bretons have average builds, and their height is between 5 and 6 feet. Medium size.
Speed. 30 feet
Magic Resistance. You have advantage on all saving throws versus spells and magical effects.
Intrigue. Proficiency in either the Insight or Deception skill.
Languages. You can read and write Bretony and Imperial.
Imperial
Size. Imperials have average builds, and their height is between 5 and 6 feet. Medium size.
Speed. 30 feet
Languages. You can read and write Imperial plus an additional language of your choice.
Subrace. Two main cultures inhabit the Imperial Heartland: the Nibenese and Colovians.
Nibenese
Ability Score Increase. +2 Charisma, +1 to two others
Voice of the Emperor. Proficiency in one of the following: Persuasion, Insight, Intimidate, or Deception.
Education. Proficiency and Expertise (add your proficiency bonus twice) in a skill of your choice.
Colovian
Ability Score Increase. +1 to four ability scores
Legion Traditions. Proficiency in light armor and one martial weapon
Specialized Training. You may select a feat.
Nord
Ability Score Increase. +2 Strength, +1 to either Constitution or Wisdom
Size. Nords are strong and tall, often over 6 feet. Medium size.
Speed. 30 feet
Blood of the North. You are naturally adapted to cold climates and gain advantage on saving throws against cold damage.
Nordic Battle Training. You are proficient with a martial weapon and a martial two-handed weapon, as well as light armor.
Battle Cry. As a bonus action you can let out a mighty roar and spread terror in your wake when you fight. All enemies who can easily hear you must succeed on a Wisdom saving throw or be frightened for 1 minute. The targets can repeat the saving throw at the end of each of its turns, ending the effect early on a success. The difficulty is 8 + proficiency bonus + Charisma modifier (if positive). You regain the use of this ability after finishing a long rest.
Woad. You gain +1 hit point per level.
Languages. You can read and write Nordic and Imperial.
Redguard
Ability Score Increase. +2 Constitution, +1 to either Strength or Dexterity
Size. Redguards are strong and tall, often over 6 feet. Medium size.
Speed. 30 feet
Yokudan Blood. You have advantage on saving throws against poison, and you have resistance against poison damage.
Redguard Weapon Training. You are proficient with the longsword, scimitar, shield, javelin, and net.
Desert Walker. You have proficiency with Constitution checks related to walking or working for hours without rest, and surviving without food or water.
Fighting Training. You gain a +1 bonus to hit when using a melee weapon with which you are proficient.
Languages. You can read and write Yokudan and Imperial.
Mer
The race of mer, also called elves, invaded Tamriel before the races of men came. All mer have a lifespan of more than two centuries, though orsimer rarely allow themselves to live so long.
Altmer
Ability Score Increase. +2 Intelligence, +1 to either Wisdom or Charisma
Size. Altmer are very tall, sometimes as tall as 7 feet, but they have slender builds. Medium size.
Speed. 30 feet
Mer Blood. Advantage on saving throws against disease
Arcane History. Proficiency in the Arcana skill
Cantrip. You know one cantrip of your choice and use Intelligence to cast it.
Highborne. If you are able to cast 1st level spells, you have one additional 1st level spell slot. If you are able to cast 4th level spells, you have one additional 2nd level spell slot. If you are able to cast 6th level spells, you have one additional 3rd level spell slot. If you are able to cast 8th level spells, you have one additional 4th level spell slot and one additional 1st level spell slot.
Languages. You can read and write Altmeris and Imperial.
Bosmer
Ability Score Increase. +2 Dexterity, +1 to either Intelligence or Wisdom
Size. Bosmer are smaller and more delicate than other races, and are barely over 5 feet in height. Medium size.
Speed. 35 feet
Mer Blood. Advantage on saving throws against disease
Beast Tongue. Proficiency in Animal Handling and you can speak with animals. This is not the same as speaking with fellow mer, being mostly animalistic sounds and non-verbal communication typical of the animal’s type. You can convey simple messages this way. You cannot gain information from an animal that is above its understanding of the world. You can for example ask if people went this way, but not the faction of the people. You can use your social skills (such as intimidate and deception) normally against any natural beast.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Bosmer Weapon Training. Proficiency with the blowgun, dagger, longbow, and shortbow.
Languages. You can read and write Bosmeris and Imperial.
Dunmer
Ability Score Increase. +2 Dexterity, +1 to either Strength or Intelligence
Size. Dunmer have slight builds, and their height is between 4 and 6 feet. Medium size.
Speed. 30 feet
Ashlander. You have fire resistance
Ancestor Spirit. You can invoke an Ancestor Spirit once per long rest. Invoking a spirit is a bonus action. The spirit lasts a number of rounds equal to your proficiency bonus. It is translucent and cannot be attacked. Every round it takes one move and one action, which it can use to attack or channel an evocation spell. It’s modifier to hit is +3 + your proficiency modifier. On a hit it deals damage as though the target were hit with chill touch cast by a wizard of your level.
If the spirit channels an evocation spell instead of attacking, it has to use one of your spell slots to cast an evocation spell you are able to cast. This does not require a somatic component on your part, and if the spell has material components that could be handled by a spell focus, the spirit acts as the spell focus. The source of the evocation spell is the spirit, for the purposes of determining range.
Languages. You can read and write Dunmeris and Imperial.
Orsimer
Ability Score Increase. +2 Constitution, +1 to either Strength or Wisdom
Size. Orcs are tall and muscular, and their height is around 6 feet. Medium size.
Speed. 30 feet
Berserker Rage. As a bonus action, you enter a berserk rage which lasts a number of rounds equal to double your proficiency bonus. When your rage begins you gain 1d6 + your level in temporary hit points. While enraged the first attack or spell attack you make that successfully deals damage each round deals additional damage equal to your proficiency bonus. You can use this ability once per long rest.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Orsimer Smithing. You have proficiency and expertise with Blacksmith’s Tools.
Orsimer Weapon Training. You are proficient with the light hammer, maul, and morningstar.
Languages. You can read and write Orcish and Imperial.
The Beast Races
Argonian
Ability Score Increase. +2 Intelligence, +1 to either Dexterity or Wisdom
Age. Argonians mature at about the same rate and live about as long as men.
Size. Argonians have average builds, and their height is between 5 and 6 feet. Medium size.
Speed. 30 feet, swim speed 40 feet
Amphibious. You can breathe under water indefinitely
Cold Blood. You have resistance against poisons and non-magical diseases. You have advantage on saving throws against poison and diseases. You are naturally adapted to a hot climate.
Scales. Your base AC is 12 + Dexterity when not wearing armor.
Histskin. When you spend a hit die to regenerate health during a short rest, you have advantage on the roll.
Languages. You can read and write Jal and Imperial.
Khajiit
Ability Score Increase. +1 Dexterity
Age. Khajiit mature at about the same rate and live about as long as men.
Size. Khajiit can be found in various builds and heights. Medium size.
Speed. 30 feet
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Claws. Your unarmed attacks deal 1d4 damage instead of 1 damage. If a feat or class feature would improve the damage of your unarmed attacks, you instead gain a +1 racial bonus to damage rolls with unarmed attacks. You deal slashing damage instead of bludgeoning, if you choose to deal damage in this manner.
Languages. You can read and write Ta’agra and Imperial.
Subrace. There are 16 morphologies of Khajiit. The form of the offspring of any Khajiit is determined by the phase of the moons, or the lunar lattice, at the time of birth, though the time of birth seems largely dependent on location. There are 2 forms associated with each of the four phases of Masser, and each of those eight forms has a paired form (ending in the suffix –raht, and usually a larger version of the two) determined by the phase of Secunda. The 8 primary Khajiit morphologies are the Ohmes, Suthay, Cathay, Tojay, Alfiq, Dagi, Pahmar, and Senche. One additional form, called the Mane, is unique and held in high esteem. Some Khajiit forms are quadrupedal; they retain the keen intelligence of the Khajiiti, having the ability to understand the spoken word of others, although unable to respond. It is possible some are able to cast spells. Quadrupedal Khajiit are not suitable for player characters. Nearly all non-Khajiit don’t care or know about any of this, and simply understand that not all Khajiit have to look the same.
Ohmes
Similar in many ways to mer and men, save for their tails and short, light-colored fur, the Ohmes may easily be mistaken as one of the other races at a distance. Unlike the many other forms of Khajiit who walk like cats upon the balls of their digitigrade feet, Ohmes walk on their heels, with human-like feet. They are very commonly seen outside the province of Elsweyr.
Ability Score Increase. +1 Intelligence, +1 to either Dexterity or Charisma.
Legerdemain. Proficiency in Sleight of Hand and either Investigation or Deception
Keen Hunter. When you gain a proficiency in a skill you may choose Investigation. If you are already proficient in Investigation and you gain a proficiency in a skill, you may choose to gain Expertise in Investigation.
Suthay
Similar in height and build to the race of man, the Suthay are one of the most common forms of Khajiit. Their coloring ranges from dark brown and orange, to light yellow, both with and without stripes and spots. The Khajiit most commonly seen in eastern Tamriel are Suthay.
Ability Score Increase. +1 Dexterity, +1 to either Strength or Intelligence.
Silent Hunter. Proficiency in Acrobatics and Stealth
Bestial Run. If you are carrying nothing in your hands you may drop to all fours. When you do so your base land speed changes to 40.
Cathay
Similar to the Suthay form, Cathay coloring is always black and they possess greater stature and strength. Cathey usually live among Suthay.
Ability Score Increase. +2 Strength.
Panther Men. Proficiency in Athletics and Intimidation
Bestial Run. If you are carrying nothing in your hands you may drop to all fours. When you do so your base land speed changes to 40.
Tojay
A quadrupedal form of Khajiit, similar to a small puma. They live in the southern marshes and jungle regions of Elsweyr, and in the Tenmar forest. Tojay are not suitable for player characters.
Alfiq
A quadrupedal form of Khajiit, virtually indistinguishable from a housecat. They live throughout Elsweyr, but they rarely make it known that they are Khajiit, even to others of their own kind, and so could live elsewhere without anyone knowing. Alfiq are not suitable for player characters.
Dagi
A less-common form of Khajiit, Dagi live in the trees of the Tenmar forest. Due to their smaller size and light weight, they are able to dwell in the higher branches which even the Bosmer cannot reach.
Ability Score Increase. +1 Dexterity, +1 Wisdom.
Size. Small size
Speed. 30 feet, climb speed 30 feet
Claws. Your unarmed attacks deal 1 damage, but can be either slashing or bludgeoning damage.
Nimbleness. Creatures a larger size than you can obscure you for hiding, and do not block your movement.
Bestial Run. If you are carrying nothing in your hands and not wearing heavy armor you may drop to all fours. When you do so your base land speed changes to 40.
Pahmar
A quadrupedal form of Khajiit, similar to a tiger. They are common in Elseweyr, especially in the cities where they serve as guards. Pahmar are not suitable for player characters.
Senche
A quadrupedal form of Khajiit, similar to a lynx in appearance and a pony in size. They are commonly used by other Khajiit as steeds, presumably willingly. The Senche-raht are more than double the size, and are notably used in battle, whence they earned the title "battlecats" from Imperial troopers. Senche are not suitable for player characters.
The Introduction
Everyone starts as a prisoner, because Elder Scrolls. I told the players to stat out their characters without gear, and to come up with a reason why the Empire would have caught them and have them scheduled to be beheaded for their crimes. The stuff they came up with was great (more later). The premise is that they were held in the dungeons of Helgen Keep, awaiting execution. That day came early when General Tullius came to town to oversee the execution of Ulfric Stormcloak. The PCs are extra prisoners that aren't there in the video game.
The full intro blurb sent to players
The world is called Nirn. The setting is the Imperial province of Skyrim, located in the cold northern lands of the continent of Tamriel.
You start as possessionless prisoners in the town of Helgen. You are now being held by the Imperial soldiers and today is the day of your execution.
It's a sunny day in Skyrim. The air is brisk, as it usually is in Spring. The smell of wildflowers drifts into the town on the occasional breeze. Helgen is a small walled town surrounding an old keep with a tower that imposes itself over the open courtyard where you stand in rags, hands bound at the waist. The Imperial soldiers haven't bothered to mistreat most of you during your captivity, and some even seem apologetic about your fate, but they ARE the ones executing you.
Most of the soldiers seem like simple folk, still getting used to the Imperial-issued armor, clearly thinking more about what they were doing last night than what's needed of them now. A few of the soldiers wear the steel armor of a legionnaire, with its plated leather skirt, plumed helm, and a cloak and tunic dyed in the deep red color worn by all Imperial soldiers. They are the ones who look dangerous, carrying their weapons like they grew out of their hands at birth, looking you and the others up and down for signs of rebellion, ready to use their distinctive Imperial swords on anyone who won't wait for the chopping block.
A horse-drawn cart rolls into town escorted by mounted soldiers. The cart carries only four passengers. Two of them look as you do - common people stripped of their belongings and bound. The other two are soldiers - Stormcloaks, by the blueish-gray color of their cloaks. While you have been held here in Helgen you've heard about this rebellious faction. They've made an enemy of the Empire, and clearly these two Nords, one of them gagged and wearing finer livery, are about to suffer the repercussions of that choice.
A soldier nearby, a breton by the looks of him, says, "That is Ulfric Stormcloak, the so-called Bear of Markarth and leader of the Stormcloaks. I have seen him before. I was in Markarth, 25 years ago. I've seen him shout surrendering Forsworn, men and women alike, off the city walls and watched their brains splatter on the ground far below. I've seen his goons torture and kill prisoners - harmless bystanders, including old people who were too weak to raise a sword anymore - because they deemed them traitors to their cause. I was there, and I wish I could forget."
Another prisoner, a tall nord with long, blonde hair matted into a thick mass of filth down his back, angrily turns, "Watch your tongue! You are speaking about the true High King of Skyrim!" The breton, clearly not worried about what may become of him, at the hand of a zealous nord or the executioner's blade, simple stated, "Then your rebellion will be over when your king joins you in Sovngarde."
From behind the keep you see another soldier ride slowly toward the courtyard. This is an older man with close-cropped gray hair, wearing exquisite armor made of simple leather and adorned with gold, the Imperial Seal featuring prominently on his breastplate. The luxurious red tunic underneath is oddly clean. Walking at his flank are tall, stern altmer – high elves – wearing black cloaks over elven armor. A quivering gasp from a prisoner behind you quietly exclaims, "It’s general Tullius!" and the nord finishes the thought, "And it looks like the Thalmor are with him. Damn elves. I bet they had something to do with this!"
"I'm surprised they haven't tried to free him" says the breton. The nord turns and says with a sneer, "Ulfric hates the Aldmeri Dominion and everything it stands for."
"Ah, but no one profits as much from the Stormcloak Rebellion as the Aldmeri Dominion. Think about it - after the Great War the Empire was reduced to Cyrodiil, High Rock, and Skyrim, with Morrowind being largely abandoned by Imperial forces and Hammerfell becoming outright independent. But everyone knows that the Thalmor have not abandoned their doctrine of Elven Supremacy. If the Stormcloaks succeed in making Skyrim independent, the Empire will be broken. High Rock will be isolated from Cyrodiil, which means that High Rock will likely become independent sooner or later as well - and then the rest of Tamriel becomes easy pickings for the Dominion. And even if the Stormcloaks fail, the Empire will have wasted lots of men and resources putting them down and created a lot of resentment to keep further rebellions going for decades. So the worst thing that could happen, from the perspective of the Thalmor, is that Ulfric is captured, and it looks like that very thing has happened." The breton turns to look at one of you and says with a dark smirk, "Yes, I'm to be executed because I knew too much. I don't suppose it hurts to spread that offense to my death-fellows, does it? It feels good to finally say it."
The cart pulls to a stop just behind where you and the other prisoners stand. As he stepped out of the carriage, one of the common men attempted to protest his innocence in a panic, but a captain of the Legion just told everyone, "Step towards the block when we call your name. One at a time!"
Her aide began reading, starting with "Ulfric Stormcloak, Jarl of Windhelm", the next on the list was the other Stormcloak, "Ralof of Riverwood," and then the frightened one, "Lokir of Rorikstead." Upon hearing his name Lokir bolted, running back up the road the cart had taken. A Legionnaire raised his bow and dropped the prisoner with one arrow in the back.
"Anyone else feel like running?" the captain asked in a smug tone. The forth prisoner from the wagon was being dealt with when an argonian nearby slumped to the ground, making a sound that might have been sobbing, or coughing with a whistle, it was hard to tell. One of the Empire's new recruits lifted him to his feet, dragging him to the front of the line. "You'll be next then, we can't have that."
Meanwhile, a tense General Tullius approached the gagged Ulfric and gloated, "Ulfric Stoarmcloak. Some here in Helgen call you a hero! But a hero doesn't use a power like The Voice to murder his king and usurp his throne. You started his war, plunged Skyrim into chaos! And now the Empire is going to put you down and restore the peace!"
Just then a sound came echoing from beyond the nearby mountains. Imagine a great bird of prey calling out, but deeper, louder, and more sinister. At the edge of the sound was a power that felt as though it could cut through your heart if you heard it again. As you heard it you thought the great bellow carried meaning without language. "You are prey," it seemed to say, "Run and hide, for I enjoy the hunt more when the flesh is afraid."
The soldiers, clearly as shaken by it as you, tried to put on a brave face. Tullius eased their fears by saying, "It's nothing. Carry on." But it stopped his ranting at Ulfric.
The captain called on a priestess to issue the last rites. "As we commend your souls to Aetherius, blessings of the Eight Divines upon you..." One of the other Stormcloak soliders, visibly upset about the omission of the outlawed Ninth Divine, interrupted her, "For the love of Talos, shut up and let's get this over with." As he was pushed down to the block, before his head rolled away, his last words were, "My ancestors are smiling at me, Imperials. Can you say the same?"
A soldier, frustrated by the break of proper sequence and order, pushed another prisoner forward to the block. The executioner's axe rose as you notice a Thalmor soldier angrily point at a person in the crowd and mouth silently, "Talos."
And that’s when…
The world is called Nirn. The setting is the Imperial province of Skyrim, located in the cold northern lands of the continent of Tamriel.
You start as possessionless prisoners in the town of Helgen. You are now being held by the Imperial soldiers and today is the day of your execution.
It's a sunny day in Skyrim. The air is brisk, as it usually is in Spring. The smell of wildflowers drifts into the town on the occasional breeze. Helgen is a small walled town surrounding an old keep with a tower that imposes itself over the open courtyard where you stand in rags, hands bound at the waist. The Imperial soldiers haven't bothered to mistreat most of you during your captivity, and some even seem apologetic about your fate, but they ARE the ones executing you.
Most of the soldiers seem like simple folk, still getting used to the Imperial-issued armor, clearly thinking more about what they were doing last night than what's needed of them now. A few of the soldiers wear the steel armor of a legionnaire, with its plated leather skirt, plumed helm, and a cloak and tunic dyed in the deep red color worn by all Imperial soldiers. They are the ones who look dangerous, carrying their weapons like they grew out of their hands at birth, looking you and the others up and down for signs of rebellion, ready to use their distinctive Imperial swords on anyone who won't wait for the chopping block.
A horse-drawn cart rolls into town escorted by mounted soldiers. The cart carries only four passengers. Two of them look as you do - common people stripped of their belongings and bound. The other two are soldiers - Stormcloaks, by the blueish-gray color of their cloaks. While you have been held here in Helgen you've heard about this rebellious faction. They've made an enemy of the Empire, and clearly these two Nords, one of them gagged and wearing finer livery, are about to suffer the repercussions of that choice.
A soldier nearby, a breton by the looks of him, says, "That is Ulfric Stormcloak, the so-called Bear of Markarth and leader of the Stormcloaks. I have seen him before. I was in Markarth, 25 years ago. I've seen him shout surrendering Forsworn, men and women alike, off the city walls and watched their brains splatter on the ground far below. I've seen his goons torture and kill prisoners - harmless bystanders, including old people who were too weak to raise a sword anymore - because they deemed them traitors to their cause. I was there, and I wish I could forget."
Another prisoner, a tall nord with long, blonde hair matted into a thick mass of filth down his back, angrily turns, "Watch your tongue! You are speaking about the true High King of Skyrim!" The breton, clearly not worried about what may become of him, at the hand of a zealous nord or the executioner's blade, simple stated, "Then your rebellion will be over when your king joins you in Sovngarde."
From behind the keep you see another soldier ride slowly toward the courtyard. This is an older man with close-cropped gray hair, wearing exquisite armor made of simple leather and adorned with gold, the Imperial Seal featuring prominently on his breastplate. The luxurious red tunic underneath is oddly clean. Walking at his flank are tall, stern altmer – high elves – wearing black cloaks over elven armor. A quivering gasp from a prisoner behind you quietly exclaims, "It’s general Tullius!" and the nord finishes the thought, "And it looks like the Thalmor are with him. Damn elves. I bet they had something to do with this!"
"I'm surprised they haven't tried to free him" says the breton. The nord turns and says with a sneer, "Ulfric hates the Aldmeri Dominion and everything it stands for."
"Ah, but no one profits as much from the Stormcloak Rebellion as the Aldmeri Dominion. Think about it - after the Great War the Empire was reduced to Cyrodiil, High Rock, and Skyrim, with Morrowind being largely abandoned by Imperial forces and Hammerfell becoming outright independent. But everyone knows that the Thalmor have not abandoned their doctrine of Elven Supremacy. If the Stormcloaks succeed in making Skyrim independent, the Empire will be broken. High Rock will be isolated from Cyrodiil, which means that High Rock will likely become independent sooner or later as well - and then the rest of Tamriel becomes easy pickings for the Dominion. And even if the Stormcloaks fail, the Empire will have wasted lots of men and resources putting them down and created a lot of resentment to keep further rebellions going for decades. So the worst thing that could happen, from the perspective of the Thalmor, is that Ulfric is captured, and it looks like that very thing has happened." The breton turns to look at one of you and says with a dark smirk, "Yes, I'm to be executed because I knew too much. I don't suppose it hurts to spread that offense to my death-fellows, does it? It feels good to finally say it."
The cart pulls to a stop just behind where you and the other prisoners stand. As he stepped out of the carriage, one of the common men attempted to protest his innocence in a panic, but a captain of the Legion just told everyone, "Step towards the block when we call your name. One at a time!"
Her aide began reading, starting with "Ulfric Stormcloak, Jarl of Windhelm", the next on the list was the other Stormcloak, "Ralof of Riverwood," and then the frightened one, "Lokir of Rorikstead." Upon hearing his name Lokir bolted, running back up the road the cart had taken. A Legionnaire raised his bow and dropped the prisoner with one arrow in the back.
"Anyone else feel like running?" the captain asked in a smug tone. The forth prisoner from the wagon was being dealt with when an argonian nearby slumped to the ground, making a sound that might have been sobbing, or coughing with a whistle, it was hard to tell. One of the Empire's new recruits lifted him to his feet, dragging him to the front of the line. "You'll be next then, we can't have that."
Meanwhile, a tense General Tullius approached the gagged Ulfric and gloated, "Ulfric Stoarmcloak. Some here in Helgen call you a hero! But a hero doesn't use a power like The Voice to murder his king and usurp his throne. You started his war, plunged Skyrim into chaos! And now the Empire is going to put you down and restore the peace!"
Just then a sound came echoing from beyond the nearby mountains. Imagine a great bird of prey calling out, but deeper, louder, and more sinister. At the edge of the sound was a power that felt as though it could cut through your heart if you heard it again. As you heard it you thought the great bellow carried meaning without language. "You are prey," it seemed to say, "Run and hide, for I enjoy the hunt more when the flesh is afraid."
The soldiers, clearly as shaken by it as you, tried to put on a brave face. Tullius eased their fears by saying, "It's nothing. Carry on." But it stopped his ranting at Ulfric.
The captain called on a priestess to issue the last rites. "As we commend your souls to Aetherius, blessings of the Eight Divines upon you..." One of the other Stormcloak soliders, visibly upset about the omission of the outlawed Ninth Divine, interrupted her, "For the love of Talos, shut up and let's get this over with." As he was pushed down to the block, before his head rolled away, his last words were, "My ancestors are smiling at me, Imperials. Can you say the same?"
A soldier, frustrated by the break of proper sequence and order, pushed another prisoner forward to the block. The executioner's axe rose as you notice a Thalmor soldier angrily point at a person in the crowd and mouth silently, "Talos."
And that’s when…
The PCs
I expected we'd make characters the first game, and their backgrounds would be something that evolves as they care to think about it. That didn't happen. Just to totally brag, they all got their character sheets to me at least 3 days before the first game, and each had enough of a background that we had a lot to work with for some good role-playing. I was inspired by that, frankly. I hope the reader has such good fortune. Anyway, in alphabetacal order:
Mercator Luchidori is a Nibenese Imperial noble, rogue turned warlock. Mercator is an attractive son of a wealthy merchant family that has had dealings from the Imperial City to Niben Bay for generations. Like many in his position, he stays current on all the most popular cults and dark rites, as it is a good way to make connections. He had a number of very profitable ventures in the works, standing to make a great deal of septims for himself and his many investors, when the Chief of Secret Police used his young daughter to accuse him of rape and arrest him. This upset many of the nobles who wanted their money back and put pressure on the Chief to acquire it. But Mercator isn't who he says he is, and perhaps this is why he was targeted by the Chief, who wanted to learn the location of his wealth. For many months he's been in the dungeons of Helgen Keep with his very own assigned torturer. Covered in scabs and pitch, he barely resembles a man when Sanguine appears to him in a vision and chooses him to be a servant.
Rakt'var is a great big Cathay-raht Khajiit, fighter. He's a son of the Mane who was not interested in filling the role of a member of what passes for nobility in Elsewyr. His father suggested he go into the greater world in order to learn what it means for others to depend on him. As an absent-minded guard he found himself in Riften. He saw a whore pickpocket his boss, and stood up to do his job; but as drunk as he was, the whore ended up in pieces, and no one was paying attention so they thought him a simple murderer. Now he's in a cell in Helgen Keep and his mane is growing out, to his great shame, and he misses the warm sands of home. (The actual background is a full page of very well-written dialogue in the Khajiit manner of speaking, and it's wonderful.)
Two-Birds is an Argonian, dremorite (monk). An itinerant laborer. He hides his devotion to Sithis well, and no one knows of his connection with the Dark Brotherhood. He was told to find the Night Mother and that brought him to Skyrim. He was caught in an altercation with a particular jester, and his story to the guard was that he was inspecting the cargo. Arrested for impersonating an Imperial agent, Two-Birds was sent to Helgen.
Tyranus the Hammer is a Nibenese Imperial of noble birth, paladin. Tyranus has a sense of duty and honor, and a respect for the common people that he rarely sees among his fellow nobles. Perhaps in lacking anything better to do, or being motivated by zeal and purpose, he sought out to uncover corruption among the local nobility. He succeeded, quite handily, in exposing a bribery scheme perpetrated by a local sheriff. And when proof was supplied that implicated him in the murder of the sheriff, he was sent to Helgen for execution. But most people knew the fix was in, and in the dungeon he was treated with respect and honor. The guards would let him out to join them for meals. He had clean clothes and a pirvate cell. He knew his captors by name, and they regretted their duty to kill him.
Rakt'var is a great big Cathay-raht Khajiit, fighter. He's a son of the Mane who was not interested in filling the role of a member of what passes for nobility in Elsewyr. His father suggested he go into the greater world in order to learn what it means for others to depend on him. As an absent-minded guard he found himself in Riften. He saw a whore pickpocket his boss, and stood up to do his job; but as drunk as he was, the whore ended up in pieces, and no one was paying attention so they thought him a simple murderer. Now he's in a cell in Helgen Keep and his mane is growing out, to his great shame, and he misses the warm sands of home. (The actual background is a full page of very well-written dialogue in the Khajiit manner of speaking, and it's wonderful.)
Two-Birds is an Argonian, dremorite (monk). An itinerant laborer. He hides his devotion to Sithis well, and no one knows of his connection with the Dark Brotherhood. He was told to find the Night Mother and that brought him to Skyrim. He was caught in an altercation with a particular jester, and his story to the guard was that he was inspecting the cargo. Arrested for impersonating an Imperial agent, Two-Birds was sent to Helgen.
Tyranus the Hammer is a Nibenese Imperial of noble birth, paladin. Tyranus has a sense of duty and honor, and a respect for the common people that he rarely sees among his fellow nobles. Perhaps in lacking anything better to do, or being motivated by zeal and purpose, he sought out to uncover corruption among the local nobility. He succeeded, quite handily, in exposing a bribery scheme perpetrated by a local sheriff. And when proof was supplied that implicated him in the murder of the sheriff, he was sent to Helgen for execution. But most people knew the fix was in, and in the dungeon he was treated with respect and honor. The guards would let him out to join them for meals. He had clean clothes and a pirvate cell. He knew his captors by name, and they regretted their duty to kill him.
The Games
I'll be posting recaps from the games we play, linking to them here.
Game 1 in which our heroes escape the destruction of Helgen.
Game 2 in which our heroes emerge from their cavernous escape and descend the mountain.
Game 3
Game 4
Game 5