So, since I've enjoyed reading about Cram's varied settings, I thought I'd put up a post here about the stuff I'm DMing as well, for your enjoyment and reading pleasure.
We're essentially playing a looser version of the
Unofficial Elder Scrolls Tabletop RPG, which is in and of itself a loose adoption of 5E rules to the Elder Scrolls universe (and, in my personal opinion, keeps too much D&D baggage that makes absolutely no sense in TES, such as alignment).
The SettingSetting wise, it's six years after the
Planemeld, 588 of the 2nd Era. The Three Banner War still rages, with the Daggerfall Covenant, Aldmeri Dominion and Ebonheart Pact all vying for the Ruby Throne, to seize control of the Imperial City and Cyrodiil at large and name themselves Emperor.
Abnur Tharn, Grand Chancellor, Imperial Battlemage and
de jure leader of the Cyrodiilic Empire, is missing in action after the events of Dragonhold. What remains of the independent Elder Council attempt to rule in his stead while managing a steadily deteriorating war situation everywhere outside of the Gold Coast. There, the cities Anvil and Kvatch, defended by Varen's Wall on land and a ragtag collection of privateers who call themselves the Imperial Navy by sea, maintain a precarious independence under the rule of the "Wolf of Kvatch" Count Carolus Aquilarios, nephew to the deceased Emperor Varen.
The storyOur story, interestingly enough, starts with a previous group I joined as a player. In this we operated as a diverse group of morally flexible mercenaries based in High Rock, dealing with the deadly interplay of Breton noble politics, money and people with absurdly large private armies. A DM badly handled the rejection of their attempted railroading of the group, which ultimately led to the dissolution of that group on the part of the DM. Ironically, I think most of us had less problem with the railroading than the subsequent response which, instead of giving players other
better reasons to go wandering the deserts of the Alik'r, was to derail the entire storyline altogether. Some of the players wanted to continue with the theme however, and their characters and thus our new group was born:
Things started off bad for our mercenaries. The end of the company came at the hands of the Evermore City Guard, taking our former leader into custody on charges of murder, treason and tax avoidance, and seizing the company's estate and resources. Since there was no evidence of any crimes on our part, though many suspicions (and rightly so), the guard let us gather our things and depart in peace. We reconvened at the nearest bar in the city to discuss our plan of action, if there was to be one. There was little love lost for our leader: she played High Rock's game of influence, she played badly and she lost. There was nothing to be salvaged by clearing her name and she was likely guilty anyway, so we didn't try.
Instead, we picked up odd jobs around the city, calling upon our old comrades when we needed an extra hand. My own character, a member of the Fighter's Guild in dubious standing, needed help breaking up a smuggling ring operating on the docks. The company's archaeologist was able to get us hired out as guards for excavations on the Ayleid, Direnni and Orcish ruins that dotted the Bangkorai countryside. We provided security for local taverns. One even got us a job tracking down a flesh sculptor for a wealthy noble client's daughter.
Time to get a real jobHowever, things came to a head when a very unusual series of events happened in the City. Firstly, the Resolutes of Stendarr, hunters of daedra and those who practice the forbidden arts of
necromancy, were routed in some kind of incident at the city gate, bringing their wounded back to the city rather than pursue their quarry. Then, when they tried to speak with the Fighters Guild and contract them to assist, the city guard intervened to threaten the Guild's charter if they took on the job. Seeing an opportunity, my character, a former Imperial Legion scout turned mercenary/occasional assassin/definitely
not a spy for the Elder Council, made arrangements to meet with the Resolutes and handle the matter outside of official channels.
The Resolutes told a strange and disturbing story. Several years past, a necromancer and murderer had been put to death by the Crown in Evermore. However, they received reports that a man matching his description had been seen around the city, very recently. When they confirmed the reports themselves, they mustered the members of their order to detain him and discover how he had supposedly cheated death, as well what he was doing in the city now. The risk was deemed minimal - the necromancer, though notorious was most certainly not a master of the dark arts - but he somehow caused a significant magical explosion when cornered by the north gate of the city, and escaped in the subsequent confusion. The contract was to not only bring the necromancer in, dead or alive, but also to discover why the city guard was apparently intervening to protect him.
The party investigated several leads, including a smuggler at the docks who had been paid to provide the necromancer with certain supplies, the Resolutes own source (a lieutenant in the City Guard) and the Captain of the Guard, who had ordered the Resolutes to stand down. Unsurprisingly, the smuggler had provided him with the supplies he needed. The stuff he was asking for could be sourced from the local Mage's Guild or the existing apothecaries in town, but obviously the necromancer was cautious about being recognised. The guard lieutenant gave a story about how the captain had been making several odd decisions lately, which was why he bypassed him in going to the Resolutes with his information. And the captain's office, searched quietly while an official complaint from the Fighter's Guild was delivered by yours truly, showed he had been looking into missing people's reports, as well executions carried out by the Crown over the past five years.
The clues from the smuggler and in the Guard Captain's office both pointed to a single location, an old Ayleid ruin by the name of Bisnensel, located on the lake north-west of town.
However, they missed several important clues, which is why what happened next surprised them so.
"I think you just stumbled backwards into a Ring of Daggers covert operation."When they arrived at the ruin on the lake, there were already several undead walking around. On one particular piece of the shoreline, the Guard Captain was being held captive by the necromancer's undead minions. The necromancer was raving, about assassins being sent after him, about not wanting to "do this" anymore, and so on. When he saw our party, he of course attacked right away, suspecting them of being the assassins sent to kill him. The undead were not too difficult, and the necromancer was subdued. As the party, and the Guard Captain, went to interrogate him, a crossbow bolt from behind the party (ie; from the direction they had just come from) took the necromancer in the throat, killing him.
The guard lieutenant was there, along with a number of anonymous looking but clearly very well-equipped and trained fighters, who moved and fought as a unit. Having killed the necromancer, they sought to now kill the party and the captain. After some tense and, in some cases, especially disgusting fighting (the Dunmer spellsword's lightning bolt ripped off half of one guy's face, but he kept fighting to the bitter end) they were left with precisely one survivor who, under pain of being shipped back to Ebonheart in a box as a slave for House Dres, finally started talking.
The necromancer had "gone rogue". He was supposed to deliver and attune
a Sigil Stone for them, but instead he never made the delivery. So to track him down, they decided to use the Resolutes as their cats paw, hoping that their man in the City Guard would be able to retrieve the Sigil Stone as evidence. That explosion, at the gate? The necromancer tried to bring something through, some daedric summoning, but he fucked it up because he wasn't a very good necromancer. Still, different realms have different properties, including air pressure, airborne chemicals and weather patterns. Rip a hole in one, and it might just cause those two realities to explode a little on contact.
Meanwhile, the guard captain intervened because he was getting suspicious that someone was running parallel operations out of his guard house without his knowledge, and he wanted to get to the bottom of things without having the Fighters Guild, the Resolutes, or anyone else running around and confusing the matter even further. He'd also heard the reports about the necromancer, from his own sources, and found there were missing records in the jail and courts relating to the necromancer, hence his investigation.
The unit that had just attacked them? They'd fought together in the war. Not as part of the Lion Guard though, not as an official part of the Covenant military. No, they'd been a black ops team, part of a covert operation during the Covenant invasion of the Stonefalls region of the Pact. An invasion that saw significant use of necromancy, especially in
the siege of Fort Virak. And that was how the necromancer had cheated death, he'd never died in the first place. His execution had been mocked up, and he'd been moved into this covert unit, with a number of other criminals who were being repurposed into death squads and sent to the nastiest fights in the Three Banner War, supervised by handpicked soldiers...such as this team. A dirty little Covenant military secret that could certainly cause scandal, should it ever be proven.
Before the prisoner could be questioned further about things like why this unit was operating on Covenant territory and what they needed an attuned sigil stone for, she killed herself with one of our party's weapons. The guard captain said he would take care of this mess on the island and that the party had, of course, assisted him in his inquiries so there would be no problems on that front. But you can't just have people running around with weapons and calling themselves mercenaries, it doesn't work like that. If the party wanted to continue to operate in the city, it would have to be by the book, and they would have to be officially registered as such. He would of course vouch for the party despite their...checkered past, and be in touch in due course regarding this incident.