A Quick Note to Members and Visitors
I have tried my best to condense information pertaining to the site, but PLEASE utilize the SKyrim wikis provided for you. Just type in Skyrim wiki and you'll get the links. The information listed here and on the subpages is only pertaining to what changes were necessary to make the game stuff as rp friendly as possible AND certain things that weren't explained in game (like the difference of names between races) are explained here AND things pertaining to the history that has changed from the game events to these.
So please go off on your own and read up on Skyrim, religions, magic, etc. Even if you haven't played the games before, the wikis are friendly to all levels of lore-fanatics.
So please go off on your own and read up on Skyrim, religions, magic, etc. Even if you haven't played the games before, the wikis are friendly to all levels of lore-fanatics.
- No powerplaying, spamming, god modding. This includes having a ton of spells (without
- No advertising outside of the advertising box.
- No sexual content whatsoever. Kissing and hugging is fine. Making out and stripping stuff is NOT allowed. It's not in Skyrim and it's not going to be here either.
- Violence and drinking will be common. It is medieval times after all, and water isn't used to be drunk really. Just do be mindful of others. Drug use (in skooma cases) is acceptable, but keep moderation.
- Make as many characters as you please, but be sure to roleplay them. I do not have regulations on how often you rp each character. Keep track of their activity by yourself.
- If you become inactive, your characters will be killed unless you pre-arrange with me for them to be adopted out.
- Only make races from the available races page. I know that there are Snow Elves reappearing and there were Dwemer and what not, but you cannot join as them.
- You are allowed to control NPCs for varied reasons (ie: bandits attacking you, bartenders serving drinks, etc) but do not godmode over them. They could be just as tough as you in fights, or might not appreciate your attempts at bartering in your favor.
- If your character is part of a faction, guild, or has an occupation, make sure they check in on their faction/guild/occupation. I don't mind that you want to travel and adventure and stuff, but you ARE part of something, so just make sure you show up now and again.
- Have fun!
Birthsigns used to play a major role in the previous Elder Scrolls games, and in Skyrim players get to choose a certain sign but can change it whenever. For the sake of RP, I liked the birth sign system from Oblivion and therefore altered the old signs to fit RP here. You may choose one sign - which cannot be changed or altered after joining.
The Apprentice - Its easier to cast magic, but you take more damage from incomming spells.
The Atronach - you can absorb incomming magika, and have more of it to use - but it takes longer for you to recover it.
The Lady - after being injured, it takes less time for you to recover, and you have an increase in stamina
The Lord - those protected under the lord are more resiliant to physical and magical damage.
The Lover - in training, you learn all skills a little bit faster than normal.
The Mage - its easier and quicker to learn all magicka skills.
The Ritual - you can resurect corpses around you to fight for you (once a day)(length of time the corpses are animated depends on age of caster)
The Serpent - much like a snake, you can issue a deadly paralyzing poison that not only freezes the target but damages the health of its victim (once a day)(potency depends on age)
The Shadow - able to turn invisible (once a day)(length of time invisible depends on age)
The Steed - armor doesn't weigh you down, you move faster, and have an extra boost of stamina to aid in battle
The Thief - all stealth skills improve faster than others
The Tower - can open any lock instead of picking it (once a day)(difficulty of lock opened depends on age. Locks that require a key and/or master locks cannot be opened with this perk)
The Warrior - combat skills improve faster than other skills.
The Apprentice - Its easier to cast magic, but you take more damage from incomming spells.
The Atronach - you can absorb incomming magika, and have more of it to use - but it takes longer for you to recover it.
The Lady - after being injured, it takes less time for you to recover, and you have an increase in stamina
The Lord - those protected under the lord are more resiliant to physical and magical damage.
The Lover - in training, you learn all skills a little bit faster than normal.
The Mage - its easier and quicker to learn all magicka skills.
The Ritual - you can resurect corpses around you to fight for you (once a day)(length of time the corpses are animated depends on age of caster)
The Serpent - much like a snake, you can issue a deadly paralyzing poison that not only freezes the target but damages the health of its victim (once a day)(potency depends on age)
The Shadow - able to turn invisible (once a day)(length of time invisible depends on age)
The Steed - armor doesn't weigh you down, you move faster, and have an extra boost of stamina to aid in battle
The Thief - all stealth skills improve faster than others
The Tower - can open any lock instead of picking it (once a day)(difficulty of lock opened depends on age. Locks that require a key and/or master locks cannot be opened with this perk)
The Warrior - combat skills improve faster than other skills.
THE FOLLOWING ARE CONCEPTS TAKEN FROM THE GAME AND ALTERED TO BE RP FRIENDLY
A list of available spouses, orphans, and houses is available on the subpage of the Extras.
Marriage in Skyrim
In order to get engaged, you should possess an Amulet of Mara which can be bought from the Priests and Priestesses of Mara, found by looting places, or some merchants/traders might have some for sale. Argonians need to present an Argonian wedding band, preferably self-made (silver with three flawless amethysts).
Along with getting married at the Temple of Mara, you can have a small wedding decreed by a Jarl of a Hold or sometimes a Thane. Sort of how you would go to a Judge for a small wedding.
Children
Interracial marriages are acceptable.
The children will 95% of the time take after the race of the mother. That means, if your Dunmer male and your Bosmer female have 100 kids, 95 of them will be Bosmer and 5 will be Dunmer.
Argonian and Kahjiit cannot breed with men/mer races. They can surely marry and have intercourse with others, but their genetic makeup is vastly different from men/mer, so having children is impossible.
If they marry into each other's race, they have a 0.1% chance of having children.
You may always choose to adopt. There are plenty of orphans in the streets and orphanages, so go ahead and have your pick of the lot.
If you and your significant other have children, adjust your rp in a realistic manner to support and raise them, either by hiring a nanny (can be NPC) or having one parent stay at home the entire time (nanny is probably a better option). Just be sure to visit your children on occasion so they don't grow up with terrible issues.
Adoption is done in three ways, two of which are official and one is considered unofficial.
Adopting from an Orphanage: Go to an orphanage (Honorhall in Riften or (coming soon in Falkreath). Talk to the Matrons there to adopt one of the children living in the orphanages. Some of the orphans you see on the streets may wind up in the orphanages, so you can either wait for them to be taken in or...
Adopting from a Jarl: Jarls can give you adoption approval papers. Simply provide the name of the child. The papers must be signed by you, the Jarl, and a witness. The child is then legally yours. You don't need the child's permission to do this, but at least let them know beforehand. Surprise adoptions aren't really nice.
Adopting by Mutual Consent: Unofficially adopting the child by both you and the child agreeing to become a family. It's then your responsibility to raise the child. If legal issues arise though, you may get in trouble and lose custody of the child completely. Best to get adoption papers eventually.
Housing
There will be a variety of houses available to you.
Unlike the Skyrim game, you are limited to one living establishment per character.
Marriage in Skyrim
In order to get engaged, you should possess an Amulet of Mara which can be bought from the Priests and Priestesses of Mara, found by looting places, or some merchants/traders might have some for sale. Argonians need to present an Argonian wedding band, preferably self-made (silver with three flawless amethysts).
Along with getting married at the Temple of Mara, you can have a small wedding decreed by a Jarl of a Hold or sometimes a Thane. Sort of how you would go to a Judge for a small wedding.
Children
Interracial marriages are acceptable.
The children will 95% of the time take after the race of the mother. That means, if your Dunmer male and your Bosmer female have 100 kids, 95 of them will be Bosmer and 5 will be Dunmer.
Argonian and Kahjiit cannot breed with men/mer races. They can surely marry and have intercourse with others, but their genetic makeup is vastly different from men/mer, so having children is impossible.
If they marry into each other's race, they have a 0.1% chance of having children.
You may always choose to adopt. There are plenty of orphans in the streets and orphanages, so go ahead and have your pick of the lot.
If you and your significant other have children, adjust your rp in a realistic manner to support and raise them, either by hiring a nanny (can be NPC) or having one parent stay at home the entire time (nanny is probably a better option). Just be sure to visit your children on occasion so they don't grow up with terrible issues.
Adoption is done in three ways, two of which are official and one is considered unofficial.
Adopting from an Orphanage: Go to an orphanage (Honorhall in Riften or (coming soon in Falkreath). Talk to the Matrons there to adopt one of the children living in the orphanages. Some of the orphans you see on the streets may wind up in the orphanages, so you can either wait for them to be taken in or...
Adopting from a Jarl: Jarls can give you adoption approval papers. Simply provide the name of the child. The papers must be signed by you, the Jarl, and a witness. The child is then legally yours. You don't need the child's permission to do this, but at least let them know beforehand. Surprise adoptions aren't really nice.
Adopting by Mutual Consent: Unofficially adopting the child by both you and the child agreeing to become a family. It's then your responsibility to raise the child. If legal issues arise though, you may get in trouble and lose custody of the child completely. Best to get adoption papers eventually.
Housing
There will be a variety of houses available to you.
- If you own a store, stables, farm, etc. you automatically have housing throughout the building or on your patch of land.
- If you are a Thane, you MIGHT receive a small estate. Otherwise, you get a bedroom for yourself and your family in the Jarl's keep.
- You may purchase land to build a house. This will take a minimum of three months in rp time.
- You may make your own house in the city so long as it is small. Large houses, you will need special permission from Niitari (as in manors for lords and the like).
- Jarls automatically live in the Castle.
- Housecarls live with their Thane/Jarl.
- There are boarding houses, and through frequent payments, you can have a room reserved for you in an inn.
Unlike the Skyrim game, you are limited to one living establishment per character.
A list of available stores is on the subpage of Extras.
Owning a business is helluva boring. You just stand there while a fly buzzes around your head and drool slides from your mouth, hoping a fool and his soon to be parted money will happen inside your misshapen store. Well fear thee not! We run things a little differently here, so stay tuned for some instruction.
Tell Niitari or an admin that you want to take over a business. More likely than not, you will be accepted. Currently we are limiting one business per character.
Your character is now the owner of the business. But like the CEO of a company, they need not be there all the time. They can take over and manage the place as they choose and when they choose.
Automatically, they will have a Steward. The Steward must have a name, race, gender, and one line personality descriptor. If you don't care about the details, one will be appointed for you. The Steward will stand at the counter, barter, manage the shop, bring in imports, etc. They stand as an NPC to solely serve whoever comes into the store while you are not managing the counter yourself. You never have to play them or make them do anything. Heck, you could even forget they are there. Everyone else has the ability to play them under the rules of playing an NPC.
And that's it. No hassle, no boredom, and no drool. Your character can run off and pick daisies for the next ten years without ever stepping foot into their shop. Everything will be managed for them in a safe environment by a trustworthy employee. You can, of course, manipulate the NPC as you desire since you essentially own them too as if they were a part of your store. You can prank them, cheat them, fall in love with them, fire them, throw cheese at them, etc.
If you are a traveling trader/salesman (kind of like the khajiit in game that sell moon sugar) that is a different story. You sell your goods as you go, and therefore do not have a steward. You may, of course, make NPCs come up and buy goods from you.
Owning a business is helluva boring. You just stand there while a fly buzzes around your head and drool slides from your mouth, hoping a fool and his soon to be parted money will happen inside your misshapen store. Well fear thee not! We run things a little differently here, so stay tuned for some instruction.
Tell Niitari or an admin that you want to take over a business. More likely than not, you will be accepted. Currently we are limiting one business per character.
Your character is now the owner of the business. But like the CEO of a company, they need not be there all the time. They can take over and manage the place as they choose and when they choose.
Automatically, they will have a Steward. The Steward must have a name, race, gender, and one line personality descriptor. If you don't care about the details, one will be appointed for you. The Steward will stand at the counter, barter, manage the shop, bring in imports, etc. They stand as an NPC to solely serve whoever comes into the store while you are not managing the counter yourself. You never have to play them or make them do anything. Heck, you could even forget they are there. Everyone else has the ability to play them under the rules of playing an NPC.
And that's it. No hassle, no boredom, and no drool. Your character can run off and pick daisies for the next ten years without ever stepping foot into their shop. Everything will be managed for them in a safe environment by a trustworthy employee. You can, of course, manipulate the NPC as you desire since you essentially own them too as if they were a part of your store. You can prank them, cheat them, fall in love with them, fire them, throw cheese at them, etc.
If you are a traveling trader/salesman (kind of like the khajiit in game that sell moon sugar) that is a different story. You sell your goods as you go, and therefore do not have a steward. You may, of course, make NPCs come up and buy goods from you.
Credits
Original Concept: Bethesda Game Studios
Site Content: ChrissyMax and Niitari
Site Plot: ChrissyMax (early plots) and Niitari (later plots)
Characters: the members
Host and Templates: webs and weebly
Site Content: ChrissyMax and Niitari
Site Plot: ChrissyMax (early plots) and Niitari (later plots)
Characters: the members
Host and Templates: webs and weebly