text: [Themes: fan fiction, horror, supernatural, fantasy, RPG, action]
  
  You stare out of the bars of your Prison Cell, in the hull of the ship. The ship rocks gently, from side to side. There is a plate of gruel, half nibbled by rats, lying in the corner.
  
  As you look out of the bars, you hear the sound of the trapdoor opening. A burly Orc, in full metal armour, trudges down the stairs, his tusks stained red. You see he owns a great warhammer which rests upon his back.
  
  Behind you, there is a small hammock. You could rest there until the voyage is complete, or you could engage the Orc Guard in conversation.
  
  > rest in the Hammock
  You decide to rest...you have a long journey ahead of you. Silently, you hope that the courts will be lenient, and that they will listen to your side of the story.
  
  As you lie down in your hammock, you reach underneath it and pull out a small statue. The statue is of you; someone had this carved for you, as a gift, before you were arrested and this nightmare began. But what does the statue represent...?
  
  Here, you can choose your race, as well as three attributes to specialise in. First, what race are you?
  
  Races :
  
  Dark Elf : Also known as "Dunmer", these Elves originated in the Volcanic Lands of Morrowind. They have a +5 starting bonus to destruction magic.
  
  High Elf : Also known as "Altmer", these Elves are very skilled in deep magics. As such, they have a +5 starting bonus to mysticism.
  
  Wood Elf : Also known as "Bosmer", these Elves come from the lands of Valenwood, and hunt almost all their food, granting a +5 archery bonus.
  
  Imperial : These humans come from the land of Cyrodiil, and created the Empire, which once spanned the whole of Tamriel, giving them a +5 bonus to speech.
  
  Breton : These humans have some elven blood in their veins, giving them a +5 bonus to Restoration.
  
  Khajiit: These cat-like folk are known to be very good thieves, giving them a +5 lockpick bonus.
  
  Argonian : These lizard folk live their lives in shadow, giving them a +5 stealth bonus.
  
  Orc : These proud ex-elves are impressive craftsmen, giving them a +5 armourer bonus.
  
  Nord : The humans of the North are skilled in forging basic weapons and armour. As such, they can build steel armour at any forge, but are unable to craft anything else.
  
  Redguard : These humans originate in the Hot Desert Lands, far to the West of Tamriel, and their blade skills are second to none. They have a +5 melee bonus.
  
  > High Elf (Altmer)
  But what else adorns your statue?
  
  Choose three attributes to specialise in. This will grant you +15 points in the skills that you choose.
  
  Magic Skills
  
  Restoration - Restoration is a perfectly valid school of magic! This will give you special options to heal yourself and others, or even banish undead.
  
  Destruction - Fire, frost or lightning ; your enemies will suffer by your hand. This grants you the power to cast damaging spells.
  
  Mysticism - This covers a wide array of magic, allowing you to conjure creatures to aid in battle, or even influence minds.
  
  Combat Skills
  
  Melee- Blades, axes and maces, oh my! This covers your ability to damage enemies using close-up weapons.
  
  Bows - You should aim for the head...or the knee. This covers your ability to use ranged weaponry.
  
  Armourer - This allows you to craft armours at forges, giving you some protection before losing health.
  
  Rogue Skills
  
  Speech - Friendship is Magic! Use your powers of persuasion to solve problems through conversation rather than violence.
  
  Lockpick - No mere lock can keep you out. Allows you to access containers and doors, getting you into places people probably want to keep you out of.
  
  Sneak - Become whisper, become shadow. The higher this ability, the easier it is to get past enemies without detection.
  
  You decide to rest...you have a long journey ahead of you. Silently, you hope that the courts will be lenient, and that they will listen to your side of the story.
  
  As you lie down in your hammock, you reach underneath it and pull out a small statue. The statue is of you; someone had this carved for you, as a gift, before you were arrested and this nightmare began. But what does the statue represent...?
  
  Here, you can choose your race, as well as three attributes to specialise in. First, what race are you?
  
  Races :
  
  Dark Elf : Also known as "Dunmer", these Elves originated in the Volcanic Lands of Morrowind. They have a +5 starting bonus to destruction magic.
  
  High Elf : Also known as "Altmer", these Elves are very skilled in deep magics. As such, they have a +5 starting bonus to mysticism.
  
  Wood Elf : Also known as "Bosmer", these Elves come from the lands of Valenwood, and hunt almost all their food, granting a +5 archery bonus.
  
  Imperial : These humans come from the land of Cyrodiil, and created the Empire, which once spanned the whole of Tamriel, giving them a +5 bonus to speech.
  
  Breton : These humans have some elven blood in their veins, giving them a +5 bonus to Restoration.
  
  Khajiit: These cat-like folk are known to be very good thieves, giving them a +5 lockpick bonus.
  
  Argonian : These lizard folk live their lives in shadow, giving them a +5 stealth bonus.
  
  Orc : These proud ex-elves are impressive craftsmen, giving them a +5 armourer bonus.
  
  Nord : The humans of the North are skilled in forging basic weapons and armour. As such, they can build steel armour at any forge, but are unable to craft anything else.
  
  Redguard : These humans originate in the Hot Desert Lands, far to the West of Tamriel, and their blade skills are second to none. They have a +5 melee bonus.
  
  > Wood Elf (Bosmer)
  But what else adorns your statue?
  
  Choose three attributes to specialise in. This will grant you +15 points in the skills that you choose.
  
  Magic Skills
  
  Restoration - Restoration is a perfectly valid school of magic! This will give you special options to heal yourself and others, or even banish undead.
  
  Destruction - Fire, frost or lightning ; your enemies will suffer by your hand. This grants you the power to cast damaging spells.
  
  Mysticism - This covers a wide array of magic, allowing you to conjure creatures to aid in battle, or even influence minds.
  
  Combat Skills
  
  Melee- Blades, axes and maces, oh my! This covers your ability to damage enemies using close-up weapons.
  
  Bows - You should aim for the head...or the knee. This covers your ability to use ranged weaponry.
  
  Armourer - This allows you to craft armours at forges, giving you some protection before losing health.
  
  Rogue Skills
  
  Speech - Friendship is Magic! Use your powers of persuasion to solve problems through conversation rather than violence.
  
  Lockpick - No mere lock can keep you out. Allows you to access containers and doors, getting you into places people probably want to keep you out of.
  
  Sneak - Become whisper, become shadow. The higher this ability, the easier it is to get past enemies without detection.