conversations.from: system
conversations.value: The emperor is dead. Without the dragonfires burning, Mehrunes Dagon has access to our world. The Mythic Dawn assists the daedra invasion, and the Hero of Kvatch races to aid an heir to the throne who can wear the Amulet of Kings.
  
  However, Cyrodiil is not the only province under attack.
  
  Southwest of Stormhold, the Imperial Legion maintains a base at Fort White Rose. White Rose was once a prison, and the soldiers who still serve there would be quick to say that it still is. To serve in Black Marsh is more of a punishment than anything else. The platoon there is made up of petty criminals, deserters, the inept, the disgraced, and other assorted misfits. In short, they are the soldiers that no one else in the Legion wants. 
  
  Black Marsh is a savage land, and the constant threat of daedra and Oblivion gates only adds to the danger. In addition, it is becoming increasingly obvious that the argonians don't even want the Legion there. However, you are a soldier, and your superiors have ordered you to hold the line. May the divines help you.
  
  OOC Information: 
  This story takes place in the Elder Scrolls universe in 3E 433, parallel to the events of TES IV: Oblivion. I would prefer that you know the Elder Scrolls basics, but it is a fairly straightforward fantasy world. You hardly have to be a lore expert to play along.
  
  I am looking for 3-4 players. Though you will be playing an Imperial Legion soldier, keep in mind that the legion takes those of all race and background.  I would love to see some diversity.
  
  All are welcome to apply, and I hope to play with you soon!
conversations.from: human
conversations.value: Halfling: You’re small but earnest, brave in a pinch, cunning and sly.
  
  ...
  
  Suggested Strength: Witty
  
  Suggested Weakness: Naïve
conversations.from: gpt
conversations.value: Elf: Your ancient people are few, these days, but by your will and grace the world shall be bettered.
  
  ...
  
  Suggested Strength: Wise
  
  Suggested Weakness: Proud
conversations.from: human
conversations.value: Dwarf: Your folk are fortifying themselves beneath the ground, yet you seek adventure on the surface.
  
  ...
  
  Suggested Strength: Resilient
  
  Suggested Weakness: Obsessed
conversations.from: gpt
conversations.value: Warrior: Long have you trained for, and dreamt of, battle and adventure. No longer shall you wait for it.
  
  ...
  
  Suggested Strength: Strong
  
  Suggested Weakness: Dull-witted
conversations.from: human
conversations.value: Wizard: You’re a rare sort: a genuine wizard. The fate of the land falls to folk as versed and wise as you.
  
  ...
  
  Suggested Strength: Wizardly
  
  Suggested Weakness: Frail
conversations.from: gpt
conversations.value: Thief: That you’re a thief is not in dispute but your motives may be good and true.
  
  ...
  
  Suggested Strength: Stealthy
  
  Suggested Weakness: Conniving
conversations.from: human
conversations.value: Cleric: You have dedicated yourself to the ways of faith so as to help and heal.
  
  ...
  
  Suggested Strength: Wise
  
  Suggested Weakness: Contemplative
conversations.from: gpt
conversations.value: Paladin: As the landed lords and ladies have their knights of the realm, so does the temple have you.
  
  ...
  
  Suggested Strength: Strong
  
  Suggested Weakness: Proud
conversations.from: human
conversations.value: Druid: You practice and protect the old ways, minding the beasts and the land with wisdom and care.
  
  ...
  
  Suggested Strength: Cunning
  
  Suggested Weakness: Oafish
conversations.from: gpt
conversations.value: Ranger: No shining knight are you. You protect the common folk from the evils treading in from the wild.
  
  ...
  
  Suggested Strength: Dextrous
  
  Suggested Weakness: Brutish
conversations.from: human
conversations.value: Strong: Strong of body.
conversations.from: gpt
conversations.value: Dextrous: Quick and precise of hand and eye.
conversations.from: human
conversations.value: Cunning: Intelligent, even ingenious.
conversations.from: gpt
conversations.value: Resilient: Able to withstand or recover from difficulty and pain.
conversations.from: human
conversations.value: Wise: Experienced and informed about the ways of the world.
conversations.from: gpt
conversations.value: Charming: Attractive, persuasive, and likable.
conversations.from: human
conversations.value: Witty: Quick on your feet, funny, and likable.
conversations.from: gpt
conversations.value: Educated: Well schooled and informed about the facts of the land.
conversations.from: human
conversations.value: Wizardly: In command of some measure of magical power.
conversations.from: gpt
conversations.value: Stealthy: Quiet and surreptitious in nature or demeanor.
conversations.from: human
conversations.value: Cowardly: Your fear holds you back sometimes.
conversations.from: gpt
conversations.value: Oafish: Uncultured and indelicate, perhaps even clumsy.
conversations.from: human
conversations.value: Contemplative: You tend toward thought over action to the point that is can cause you trouble.
conversations.from: gpt
conversations.value: Frail: Physically weak, perhaps due to age or injury.
conversations.from: human
conversations.value: Naïve: Inexperienced and perhaps too trusting.
conversations.from: gpt
conversations.value: Brutish: Insensitive, unsubtle, and forceful.
conversations.from: human
conversations.value: Dull-witted: Your mind is like a blunted blade: effective but imprecise.
conversations.from: gpt
conversations.value: Proud: Sometimes your confidence sours into arrogance.
conversations.from: human
conversations.value: Obsessed: You’re preoccupied with your interests to the point of causing you trouble.
conversations.from: gpt
conversations.value: Conniving: You scheme, you conspire, and you are sometimes careless about lawbreaking.
conversations.from: human
conversations.value: Explore!: Go where you’ve never been before and share your experiences through song and story.
conversations.from: gpt
conversations.value: Resist Mundanity: Avoid the draw and distraction of the mundane in favor of headier, more spiritual affairs.
conversations.from: human
conversations.value: Through Right Crafting: You’re building something greater than yourself, something that will better this land.
conversations.from: gpt
conversations.value: Defeat Evil: It’s not enough to withstand the darkness or to survive. You must push it back.
conversations.from: human
conversations.value: Keep Your Secrets: Protect your secrets and maintain the façade that makes you seem wiser and more capable than maybe you are.
conversations.from: gpt
conversations.value: Retrieve What’s Lost: Not everything is where it belongs in this world. You take things ... and put them where you say they belong.
conversations.from: human
conversations.value: Heal the Sick: People are suffering and it is your duty to heal them, bodily and spiritually.
conversations.from: gpt
conversations.value: Put the Dead to Rest: The unsettled dead are a danger and an affront. They cannot be allowed to persist. Slay them.
conversations.from: human
conversations.value: Heal the Land: Heal the wounds caused by wicked monsters and human machinations even if you cannot prevent them.
conversations.from: gpt
conversations.value: Protect the Meek: Take it upon yourself to defend the innocent people of the land from the perils within and without.
conversations.from: human
conversations.value: Rescue the Lost Adventurer: Poor Wat Greenfoot’s mission has turned to misadventure. Rescue him from the Mad Caves before it’s too late!
conversations.from: gpt
conversations.value: Slay the Monster of the Mad Caves: Unless the monstrous creature lairing in the Mad Caves is dealt with for good, it shall linger and hurt more folk.
conversations.from: human
conversations.value: Chart the Mad Caves: The Mad Caves were once carved like a rune into the mountain. Explore them fully to decipher that rune.
conversations.from: gpt
conversations.value: Plunder the Catacombs: The old catacombs are full of precious grave goods and treasures going to waste down there.
conversations.from: human
conversations.value: Recover A Dwarf-made Treasure: The Mad Caves once teemed with Dwarf miners. Bring back some token of their handiwork.
conversations.from: gpt
conversations.value: Restore Peace in the Catacombs: Those buried in the ancient catacombs deserve peace. Give those graves some semblance of honorable rest.
conversations.from: human
conversations.value: Impress Sir Gwyndolyn: The king’s daughter, a knight called Sir Gwyndolyn, may task you with grand quests if you prove your mettle to her.
conversations.from: gpt
conversations.value: Impress Brother Conway: Brother Conway knows the land and its people and can teach you much if he finds you worthy of the lore.
conversations.from: human
conversations.value: Find the Gilded Skull: The fabled Gilded Skull has been lost for a generation — and coveted by the royal family. Riches if you find it.
conversations.from: gpt
conversations.value: Slay One Dozen Boars: Wild boars roam the countryside in alarming numbers these days. Cull their ranks for the good of all.
conversations.from: human
conversations.value: Map of the Mad Caves: This sketchy, paper map of the Mad Caves was started by an adventurer hoping for riches, but it’s incomplete.
conversations.from: gpt
conversations.value: Enchanted Sword: Fine swords such as these were once common across the land, combining Dwarf steel with Elf magic.
conversations.from: human
conversations.value: A Few Loose Coins: It’s no great treasure, but perhaps it’s a start.
conversations.from: gpt
conversations.value: Skull Key: A sturdy iron key with a metal skull for a grip, this supposedly unlocks the ancient catacombs.
conversations.from: human
conversations.value: Gilded Skull: A human skull, dipped in gold, with three gems for each eye. A ghastly gift buried by the ancients.
conversations.from: gpt
conversations.value: Ever-bright Torch: A simple-looking torch that burns bright until commanded, in Elvish, to stop.
conversations.from: human
conversations.value: Cloak of the Raven: This shiny black garment makes on hard to see and slows a fall — at least for a few feet.
conversations.from: gpt
conversations.value: Elven-make Ring: Ancient rings mades by the Elves like this once held great power, but most have lost their might.
conversations.from: human
conversations.value: A Bloody Big Axe: Cruel-looking, heavy, and chipped... but sharp!
conversations.from: gpt
conversations.value: Potion of Hope: A simple glass vial, corked. Runes meaning “vital” are etched into the glass.
conversations.from: human
conversations.value: Dragon Rampant Inn: This cozy place’s sign depicts a heraldic dragon with three paws raised to strike. The folk here couldn’t be nicer.
conversations.from: gpt
conversations.value: Old Wizard’s Tower: This half-crumbling old tower by the lake is where wizards meet, when wizards meet, which is rare these days.
conversations.from: human
conversations.value: Temple of the Wise: The only proper temple for miles, this modest building is mostly a nave and an altar for common worship.
conversations.from: gpt
conversations.value: Castle in the Lake: Built in a grander time, this walled-in keep stands on a rock in the lake, reachable by a bridge of old stones.
conversations.from: human
conversations.value: The Bonepit: Little more than a deep, dry well now, the so-called Bonepit leads to the ancient catacombs beneath the village.
conversations.from: gpt
conversations.value: Tunnels of the Mad Caves: Supposedly an ancient Dwarf-mine, the Mad Caves are a maze of rumored treasures and certain danger.
conversations.from: human
conversations.value: Cavern of Anguish: The heart of the Mad Caves is Küzarn Curune, “Cavern of Anguish,” where many Dwarven miners perished in accidents.
conversations.from: gpt
conversations.value: The Lair: Dank and rank, this bone-strewn cave is surely the lair of something large, ravenous, and smelly.
conversations.from: human
conversations.value: Ancient Catacombs: The ancients buried their dead in catacombs at the lake’s edge, but the place half-flooded and was forgotten.
conversations.from: gpt
conversations.value: Treasure Vault: A long-forgotten cavern that once glittered with silver and diamonds ... and might not be exhausted yet.
conversations.from: human
conversations.value: Ruined Bridge: The bridge across the Old River has washed out and the fjord here has always been dangerous.
conversations.from: gpt
conversations.value: Riddle at the Gate: The priests who sealed these doors etched a riddle into them, warning visitors and rebuking grave-robbers.
conversations.from: human
conversations.value: Checkerboard Corridor: This long passage of checkered slate is lined with little holes and recesses—perfect for hiding lethal traps.
conversations.from: gpt
conversations.value: Crushing Walls Chamber: A pressure plate on the floor triggers a trap meant to squash grave-robbers!
conversations.from: human
conversations.value: Clawing Hands: The walls of this passage are lined with ancient bones. Even now they gather and form reaching, clawing hands!
conversations.from: gpt
conversations.value: Dwarf-make Door: A crack in the wall betrays the existence of a secret door still held secure by an ingenious, complex locking mechanism.
conversations.from: human
conversations.value: Crystal Song: The crystals in this chamber sing and thrum out notes that threaten to enchant any who listen to them.
conversations.from: gpt
conversations.value: Dwarf-make Bridge: A narrow bridge of finely cut stones leads ahead ... if it holds.
conversations.from: human
conversations.value: Orb of Fire: Is this swirling mass of molten fire some kind of trap? Or some kind of spirit?
conversations.from: gpt
conversations.value: The Storm: A dreadful squall pours down rain, making every movement into an ordeal.
conversations.from: human
conversations.value: Burrick the Innkeeper: The quiet, rotund keeper of the local inn hears all the tales and knows how to ply a patron to get a story told.
conversations.from: gpt
conversations.value: Sir Gwyndolyn of the Lake: Born in the capital but raised in the Castle in the Lake, this knightly princess sees the local people as hers to protect.
conversations.from: human
conversations.value: Mad Adventurer: Raving and wild-eyed, this poor panicked soul claims to be the only escapee of a misadventure in the Mad Caves.
conversations.from: gpt
conversations.value: Pointy-toothed Goblins: Hungry, nasty, pointy-toothed goblins dwell in the wilderness and the caves, striking out to steal sheep and pies.
conversations.from: human
conversations.value: Hulking Ogre: A brutish hulk, shaped roughly like a man but thrice as tall, with a tree limb for a club. It reeks something fierce.
conversations.from: gpt
conversations.value: Creeping Ooze: What might at first seem to be a slick of mold can turn out to be a vile, dissolving patch of malicious ooze.
conversations.from: human
conversations.value: Razor-tusked Boar: Wild boar roam the countryside, eating pets and crops and scaring the common folk.
conversations.from: gpt
conversations.value: Stalking Skeletons: Yellowed bones striding and striking on their own, driven by will or ire or anguish alone.
conversations.from: human
conversations.value: Wat Greenfoot: Poor Wat Greenfoot was part of a misadventure in the Mad Caves and soon he’ll be made into porridge for an ogre.
conversations.from: gpt
conversations.value: Brother Conway: Wise and kind, this monkish fellow travels about the land, healing and teaching. They say he has elf blood in him.
conversations.from: human
conversations.value: Cultist Warrior: Heavy armor, heavy weapons, and maniacal devotion.
conversations.from: gpt
conversations.value: Cultist Guard: The poor sucker chosen to watch the entrance. Not particularly skilled.
conversations.from: human
conversations.value: Cultist Mage: This one throws fireballs. Lots and lots of fireballs.
conversations.from: gpt
conversations.value: Cultist Healer: Cultists with swords are bad enough. Cultists with swords and a healer to back them up are worse.
conversations.from: human
conversations.value: Bow and Arrows: For the fighter that doesn't want to get hit back.
conversations.from: gpt
conversations.value: Ring of Night-Eye: Because we can't all be Khajiit.
conversations.from: human
conversations.value: Dagger: A shorter blade for sneakier folk.
conversations.from: gpt
conversations.value: Translation Notes: Incomplete. Not incredibly helpful.
conversations.from: human
conversations.value: Binding of Sithis: An ancient, untranslated book. Some cultists want it very badly.
conversations.from: gpt
conversations.value: Shield: Something handy to hide behind.
conversations.from: human
conversations.value: Sword: A one handed sword, great for stabbing things and people.
conversations.from: gpt
conversations.value: Ring of Detect Life: See them before they see you!
conversations.from: human
conversations.value: Staff: Throws magic around-- watch where you point it.
conversations.from: gpt
conversations.value: Incomplete Map: A map of the surrounding area. Lots of blank spaces. Marginally useful.
conversations.from: human
conversations.value: Fill the Map: The more you travel, the easier you'll find it is to get around.
conversations.from: gpt
conversations.value: Daedroth: Fire-breathing, sharp toothed daedra. Handle with care.
conversations.from: human
conversations.value: Summoning Chamber: The heart of the cultists' lair.
conversations.from: gpt
conversations.value: Argonian Captive: This unwilling guest is obviously hurting.
conversations.from: human
conversations.value: Dirty: You've been involved in something big, and your superiors have sent you out here to cover it up. Someone out there is probably hoping you'll just disappear.
conversations.from: gpt
conversations.value: Archer: A marksman, adept at combat at great distances. Able to take down most foes before they have a chance to draw sword.
conversations.from: human
conversations.value: Stormhold: Built by Dunmer atop an Ayleid ruin, this is probably as close as this region gets to civilization.
conversations.from: gpt
conversations.value: Greatsword: A two-handed sword, for more aggressive stabbing.
conversations.from: human
conversations.value: Legate Ka-Reesha: Probably the most brightly colored lizard you've ever seen, and your commanding officer.
conversations.from: gpt
conversations.value: Axe (copy): Not the woodcutting kind.
conversations.from: human
conversations.value: Sword (copy): A one handed sword, great for stabbing things and people.
conversations.from: gpt
conversations.value: Axe: Not the woodcutting kind.
conversations.from: human
conversations.value: Spear: It's basically a dagger on a stick. For the indecisive.
conversations.from: gpt
conversations.value: Dagger (copy): A shorter blade for sneakier folk.
conversations.from: human
conversations.value: Greatsword (copy): A two-handed sword, for more aggressive stabbing.
conversations.from: gpt
conversations.value: Shield (copy): Something handy to hide behind.
conversations.from: human
conversations.value: Spear (copy): It's basically a dagger on a stick. For the indecisive.
conversations.from: gpt
conversations.value: Staff (copy): Throws magic around-- watch where you point it.
conversations.from: human
conversations.value: Fort White Rose: Once an Imperial Prison, this fort stands near the Cyrodiil-Black Marsh border.
conversations.from: gpt
conversations.value: Ancient Xanmeer: Once the Argonians built massive pyramids of stone. Long abandoned, many still hold treasure... and the undead.
conversations.from: human
conversations.value: Oblivion: A plane of Oblivion ruled by Mehrunes Dagon, the Daedric Prince of destruction. It shows.
conversations.from: gpt
conversations.value: Black Marsh Wilderness: Beautiful but deadly. Do mind the everything-- it bites.
conversations.from: human
conversations.value: Assassin: Nimble and quiet, they move in darkness to strike at the unsuspecting. Locks hold no doors shut to them.
conversations.from: gpt
conversations.value: Healer: Fighters of poison and illness. The ancient art of restoration is their ally, and the deadly art of destruction is their weapon.
conversations.from: human
conversations.value: Mage: Preferring to use their extensive knowledge of all things magical, they wield a might more powerful than the sharpest blade.
conversations.from: gpt
conversations.value: Inept: You're here because you've been useless on prior battlefields. Your superiors are hoping your time here will either harden you or kill you.
conversations.from: human
conversations.value: Deserter: You're here because you tried to leave the Imperial Legion once before. When they caught you, they put you out here, where there's nowhere to run.
conversations.from: gpt
conversations.value: Punishment: You're here because someone higher up doesn't like you. You're here to atone for whatever it is that you've done.
conversations.from: human
conversations.value: Prisoner: For you, Fort White Rose really is a prison. You were a prisoner of the Legion before they enlisted you and sent you here to fight for them.
conversations.from: gpt
conversations.value: Volunteer: For whatever reason, you asked to be here. Black Marsh isn't a punishment for you like it is for everyone else.
conversations.from: human
conversations.value: Knight: The most noble of all combatants. Strong in body and in character. Staple of the Imperial Legion.
conversations.from: gpt
conversations.value: Thief: Profiting from the losses of others is their love. Able to be swift in shadow, and crafty in bartering. Locks are enemies, and lock-picks are their swords.
conversations.from: human
conversations.value: Spellsword: More nimble and athletic than the sorcerer, and better suited for spell-casting than the knight, their attacks are unpredictable. Students of combat and magic.
conversations.from: gpt
conversations.value: Unpopular: You've been sent here for no other reason than that no one wants to put up with you. Your superiors are hoping you'll learn to get along with others here. Or just die.
conversations.from: human
conversations.value: Mace: For those who lack the finesse of a swordfighter, but still want to hit things really hard.
conversations.from: gpt
conversations.value: Evaluation: You're a soldier, after all. Prove that you're up to the task.
conversations.from: human
conversations.value: Black Marsh: Swamps, wildlife, and poor roads make navigating the marsh an obstacle in and of itself.
conversations.from: gpt
conversations.value: Cultist Mage: This one throws fireballs. Lots and lots of fireballs.
conversations.from: human
conversations.value: Cultist Warrior: Heavy armor, heavy weapons, and maniacal devotion.
conversations.from: gpt
conversations.value: Kill Some Time: You have some extra free time in which to train, explore, get to know each other... Who knows? Free time!
conversations.from: human
conversations.value: Runs-On-Water: The Argonian rescued from the cultist cave. He's still injured, but no longer unconscious.
conversations.from: gpt
conversations.value: Cultist Guard: The poor sucker chosen to watch the entrance. Not particularly skilled.
conversations.from: human
conversations.value: Cultist Healer: Cultists with swords are bad enough. Cultists with swords and a healer to back them up are worse.
conversations.from: gpt
conversations.value: Dremora Lord: One of Mehrunes Dagon's daedra servants. Armed and dangerous.
conversations.from: human
conversations.value: Cultist Summoner: With a book and a few spells, this one can make daedra appear.
conversations.from: gpt
conversations.value: Assassin: Nimble and quiet, they move in darkness to strike at the unsuspecting. Locks hold no doors shut to them.
conversations.from: human
conversations.value: Stealthy: Quiet and surreptitious in nature or demeanor.
conversations.from: gpt
conversations.value: Dirty: You've been involved in something big, and your superiors have sent you out here to cover it up. Someone out there is probably hoping you'll just disappear.
conversations.from: human
conversations.value: Dead Eye: Near perfect accuracy with ranged weapons.
conversations.from: gpt
conversations.value: Well Traveled: You are well traveled throughout Tamriel.
conversations.from: human
conversations.value: Wanderer: Spending a lot of time hunting down herbs and other alchemy supplies makes you used to finding the safest path in, as well as finding your way home when you are deep in the wilds.
conversations.from: gpt
conversations.value: Arrogance: Your arrogance can get you into trouble, and sometimes it won't get you out.
conversations.from: human
conversations.value: Herbs: Herbs don't last long once harvested.  This means that most herbalists have thousands of little jars or an underground cellar to keep them cool and dry.  Woe be the Herbalist that doesn't.